I am about to start a new twilight 2013 game.
And am going over the starting equipment rules. These state that each character can have up to his emergency load of stuff.
My main problem with this is that it doesn't take into account the consumables rarity.
i.e. The book mentions how consumables like small arms ammo, batteries & canned foods become very rare (not to mention things like antibiotics, heavy weapons ammo and survival rations)
I was thinking of applying a penalty to the starting cost in terms of weight allowance of rare equipment (also as a guideline to barter price).
Rare stuff: (x5 weight/price)
small arms ammo, canned goods, MRE, trauma plates, biodiesel, alcohol fuel
Very rare stuff (x10 weight/price)
heavy weapons ammo(anything over 7.62), antibiotics, survival rations, batteries, gasoline
It's weight in gold (x20 weight/price)
guided munitions
anyway you get the idea. How does this sound
How did you handle this issue in your game.
Adi
And am going over the starting equipment rules. These state that each character can have up to his emergency load of stuff.
My main problem with this is that it doesn't take into account the consumables rarity.
i.e. The book mentions how consumables like small arms ammo, batteries & canned foods become very rare (not to mention things like antibiotics, heavy weapons ammo and survival rations)
I was thinking of applying a penalty to the starting cost in terms of weight allowance of rare equipment (also as a guideline to barter price).
Rare stuff: (x5 weight/price)
small arms ammo, canned goods, MRE, trauma plates, biodiesel, alcohol fuel
Very rare stuff (x10 weight/price)
heavy weapons ammo(anything over 7.62), antibiotics, survival rations, batteries, gasoline
It's weight in gold (x20 weight/price)
guided munitions
anyway you get the idea. How does this sound
How did you handle this issue in your game.
Adi
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