07-06-2018, 10:20 AM
I take back a couple of things I said about costs. While I don't think the cost system is as "hit and miss" as some people are hinting at, there does need to be some rewording in the rules.
For example, this part of the rules is definitely one contributing issue:
[spoiler]
While most of this somewhat true in part, the underlined section is largely incorrect and ignored in practice. If you've got a shield, why wouldn't you be able to use it to wedge open a door? No one's gonna penalise you for doing that unless you say the shield is meant to be incorporeal and only blocks attacks in approval, then turn around and try to use it to bash something later - that's where there'd be a problem. That said, if your character regularly uses a shield offensively, it might be worthwhile to note that on your roster if it's not obvious. (We don't make people pay 600 OM for being able to bash people with a normal shield as well as block with it. It's just a plank of wood or shield or metal. Unless it can grow spikes to stab people at will, it won't cost more. Similarly, we don't make you pay more OM just to be able to block with a sword - because that'd be dumb.)
If a move always does the same thing (like explode for damage, or exist in one shape, or push stuff away), it's always gonna cost 300 OM. It doesn't matter whether your gust of wind can push open closed doors or throw people around. That's how things currently tend to work, and I think there's somewhat of a misconception there. It might cost more OM if it can change to "explode over larger areas" or "change shapes" or "push lots of stuff less rather than one thing a lot". Throwing daggers tend to set the basis for cost somewhat, as those would cost 600 OM at times. 300 OM for melee, 300 OM for throwing (if you want to use a dagger for both).
So, while this is correct: "Moves must always be delimited in the descriptions. Please avoid being too vague and open." The cost is primarily representative for what the move does rather than how many 'uses' it has. If you've got a flail, I don't care if you can both spin it around and swing it at people. It's flail. Isn't there that mental exercise thing about finding 100 uses for a brick or other items and stuff? Pretty sure I'd never need to price a brick at like 30000 OM - even if we started charging for "fodder things". That said, it might still go above 300 OM since it would cost more to change the bricks "form" (like, smash it and use the shards as weapons), as well as more for throwing it.[/spoiler]
For example, this part of the rules is definitely one contributing issue:
[spoiler]
Quote:Moves must always be delimited in the descriptions. Please avoid being too vague and open. The point is that we charge you for each different 'use' of a move, roughly speaking. So if you later reveal in your role-plays that your energy shield can also be used as a magic crowbar, we're going to consider that an exploit unless you mentioned it could do that in the description.
While most of this somewhat true in part, the underlined section is largely incorrect and ignored in practice. If you've got a shield, why wouldn't you be able to use it to wedge open a door? No one's gonna penalise you for doing that unless you say the shield is meant to be incorporeal and only blocks attacks in approval, then turn around and try to use it to bash something later - that's where there'd be a problem. That said, if your character regularly uses a shield offensively, it might be worthwhile to note that on your roster if it's not obvious. (We don't make people pay 600 OM for being able to bash people with a normal shield as well as block with it. It's just a plank of wood or shield or metal. Unless it can grow spikes to stab people at will, it won't cost more. Similarly, we don't make you pay more OM just to be able to block with a sword - because that'd be dumb.)
If a move always does the same thing (like explode for damage, or exist in one shape, or push stuff away), it's always gonna cost 300 OM. It doesn't matter whether your gust of wind can push open closed doors or throw people around. That's how things currently tend to work, and I think there's somewhat of a misconception there. It might cost more OM if it can change to "explode over larger areas" or "change shapes" or "push lots of stuff less rather than one thing a lot". Throwing daggers tend to set the basis for cost somewhat, as those would cost 600 OM at times. 300 OM for melee, 300 OM for throwing (if you want to use a dagger for both).
So, while this is correct: "Moves must always be delimited in the descriptions. Please avoid being too vague and open." The cost is primarily representative for what the move does rather than how many 'uses' it has. If you've got a flail, I don't care if you can both spin it around and swing it at people. It's flail. Isn't there that mental exercise thing about finding 100 uses for a brick or other items and stuff? Pretty sure I'd never need to price a brick at like 30000 OM - even if we started charging for "fodder things". That said, it might still go above 300 OM since it would cost more to change the bricks "form" (like, smash it and use the shards as weapons), as well as more for throwing it.[/spoiler]