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For Equipment-Mongers

This topic contains 4 replies, has 3 voices, and was last updated by Profile photo of Dr. Brendan Rome Dr. Brendan Rome 2 months, 1 week ago.

Viewing 5 posts - 1 through 5 (of 5 total)
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  • #55931
    Profile photo of Dagrik
    Dagrik
    Participant

    Hi all-

    Had an idea for some of my “equipment-mongers” (those who want gear in an RPG as much as they get it in Diablo games) to break down the upgrades for the equipment to more subtle levels. For the proton packs, I would actually start with it as written, having to use it as a proton stream until ready to use a capture stream, then maybe upgrade that, to automatic. Maybe require two streams to capture a ghost, then reduce that. Traps could get upgrades (or reduce difficulty) to trap a ghost. Boson darts give 3 damage, however the pack is recharging the next round. Next upgrade, can use regular stream on off turn. Next maybe option for 4 dmg, but cannot use on second round, or something.

    Haven’t gotten ideas for all equipment yet, but still thinking. Also thinking about ecto-vehicle upgrades (mobile containment, enhanced detection hardware, mount for a boson cannon, other “made-up” stuff that sounds good, or could be used later in the campaign) or just buying better vehicles.

    What are your thoughts?

    #55941
    Profile photo of Doug
    Doug
    Participant

    @dagrik, All of those sound like reasonable breakdowns. Just make sure your players won’t somehow try to take advantage of it. The reason I’ve been so slow in giving out new equipment and upgrades to my players is because I know they’d quickly become overpowered and break the game.

    At the start and end of each season, all they want to do is upgrade. But as soon as I start throwing big problems at them, they get to work. No time to build and test new equipment when the world is in danger, right?

    I guess what I’m really saying is that if you think your players will appreciate it and find it fun, then you can’t go wrong.

    If you want to reach my in-character profile as "General Manager" of the Ghostbusters, tag me using: @seven

    #55944
    Profile photo of Dagrik
    Dagrik
    Participant

    Maybe I could do balance of your take and mine: Give them equipment, but it would be thru blueprint purchase and multiple engineering rolls. Maybe checks done at the beginning of sessions, if they were at the lab/station/hq – to show any progress during downtime. Enough successes before enough failures allow for the upgrade?

    #55950
    Profile photo of Doug
    Doug
    Participant

    @dagrik, that’s basically what I had my team do. Enough success on multiple Brains rolls gets them new equipment.

    If you want to reach my in-character profile as "General Manager" of the Ghostbusters, tag me using: @seven

    #55995
    Profile photo of Dr. Brendan Rome
    Dr. Brendan Rome
    Participant

    Hi all-

    Had an idea for some of my “equipment-mongers” (those who want gear in an RPG as much as they get it in Diablo games) to break down the upgrades for the equipment to more subtle levels. For the proton packs, I would actually start with it as written, having to use it as a proton stream until ready to use a capture stream, then maybe upgrade that, to automatic. Maybe require two streams to capture a ghost, then reduce that. Traps could get upgrades (or reduce difficulty) to trap a ghost. Boson darts give 3 damage, however the pack is recharging the next round. Next upgrade, can use regular stream on off turn. Next maybe option for 4 dmg, but cannot use on second round, or something.

    Haven’t gotten ideas for all equipment yet, but still thinking. Also thinking about ecto-vehicle upgrades (mobile containment, enhanced detection hardware, mount for a boson cannon, other “made-up” stuff that sounds good, or could be used later in the campaign) or just buying better vehicles.

    What are your thoughts?

    @dagrik, All of those sound like reasonable breakdowns. Just make sure your players won’t somehow try to take advantage of it. The reason I’ve been so slow in giving out new equipment and upgrades to my players is because I know they’d quickly become overpowered and break the game.

    At the start and end of each season, all they want to do is upgrade. But as soon as I start throwing big problems at them, they get to work. No time to build and test new equipment when the world is in danger, right?

    I guess what I’m really saying is that if you think your players will appreciate it and find it fun, then you can’t go wrong.

    I’ve actually been working on similar equipment for the game but I think Doug is right in that I should just leave it to dice rolling and then we’d work out the stats from there. On that note, if you’ve listened to the last episode of resurrection and heard my cameo during the credits, you know one such item that my team will have soon is the Ecto-Glasses. This is a nod to the IDW Comics, as mentioned with the note that Dr. Spengler had made a previous version, that appeared in one of the pre-ongoing comics that featured the IDW Ghostbusters meeting the ghosts of Christmas Past, Present, and Future, in a scenario completely different from when they encountered the spirits in the ‘Real Ghostbusters’ Animated Series. I had mentioned the idea before, but the advantage is having goggles that are more portable and can fit in a pocket.

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