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From: Donald Arganbright <jayden63@*******.COM>
Subject: Re: Determining Card Cost
Date: Thu, 2 Jul 1998 11:45:24 PDT
>
>Since the list seems to be quiet...
>
>With all these recent posts about proposed cards
>and the responses they've generated (specifically
>about how much the card costs), has gotten me
>wondering.
>What formula is used in generating how much any
>particular card costs?
>Why is this special costing 2, while that none? This
>gear 4, while that 3?
>Why do some Prime Runners have an upkeep of 2
>and others 1? What is the cost of Fame, Biotech,
>Skills, etc?
>Why is one objective worth 25 while one that is very
>similar worth 30?
>I've looked through what cards I've owned to try to
>determine some sort of formula that FASA would
>have used, but haven't come up with one that was
>consistent over the set.


This is comming from someone who has posted alot of fictional
card ideas and has caught some flack about my cost of things.
Mostly when I come up with a card idea the first thing I do is assume
that the player will have at least 5¥ comming in every turn... for 1
reason or another. The next thing I do is look at preexisting cards
with simular traits and functions. Here are some examples of what I
use.

all runners base cost = 0
add 1 nuyen for each different skill...
if skill totals equal 5 or more add 1 more nuyen
add 1 nuyen for each standard ability
add 1 to 2 nuyen for each text ability (depends on ability)
add 1 nuyen for every 3 points of attack
add 1 nuyen for every 3 points of body
add 1 nuyen for every point of armor
upkeep 1 for any special ability that changes something in
the rule book or adds prime runner to title.
upkeep 2 for any special ability that effects more than one runner
opponents runners
minus 1 nuyen for hermit and antisocial
minus 2 for unique trait.

Stingers -
base cost 0
effect rep add 2 nuyen
effect last until end of game +3 nuyen
effect lasts until end of turn +2 nuyen
effect lasts until end of combat +1 nuyen
effects a die roll +0 nuyen
effect uses a die roll -1 nuyen
effect targets opponents runner +1
effect targets more than one runner +3
effect is unique -2
effect involves turning a runner -1

These are just some general guidlines... I don't have time to post them
all. There is also a coolness factor... If there is one card
that I would like to stand out I might drop its cost a nuyen...
maybe two. Also... there is always the ShadowRun universe aspect. As
with the amerindians... while shuned by the city megacorps... there are
few... and I mean few... more powerful mages and razor guys than the
indian shaman and their warriors. Remember mother earth and the totem
spirits woke up and they violently showed whos side they were on.

Just my input.

*** In ruling, the Sage attends to the heart, not the eye ***
*** - Tao ***


Donald Arganbright
Jayden Stormwalker


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