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Message no. 1
From: Jerry Hill <agh60070@*******.CC.UCF.EDU>
Subject: House Cash for Karma rule
Date: Tue, 24 Mar 1998 03:13:17 -0500
My group is currently playtesting a "Cash for Karma" variant house rule.
Note that this rule is geared more toward the magically active of our group.
Also, no one in the group has yet exercised this option, so I'm not sure how
it's going to work out yet.


Cash for Karma
------------------
A character may exchange 10,000 nuyen for one point of Good Karma. This
Karma is NOT counted toward that needed to gain a point in the Karma Pool.
Also, for each 10 points, or portion thereof, of good karma bought in this
fashion, the character loses one point from their Karma Pool.

Example: Kat, the shaman, has a Karma Pool of 4 and has 40,000 nuyen in his
account. Kat decides to buy an extra point of Good Karma for the first
time. He reduces his bank account down to 30,000, and his Karma Pool to 3.
He now has one extra point of good karma to do with whatever he wants. He
may buy up to 9 more points of good karma (for a total of 10 bought) at a
later date without losing another point from his Karma Pool. If he want's
to buy an 11th point, his Karma Pool would drop to 2 (Assuming, of course
that he has not brought it back up due to karma gained on runs).


Comments? Play balance issues? Questions?


Jerry Hill
--------------------------------------------
'Rome wasn't built in a day
but it didn't take long to go up in flames'
- Electric Hellfire Club
Message no. 2
From: William Gallas <wgallas@*****.FR>
Subject: Re: House Cash for Karma rule
Date: Tue, 24 Mar 1998 09:41:15 +0100
>My group is currently playtesting a "Cash for Karma" variant house rule.
>Note that this rule is geared more toward the magically active of our group.
>Also, no one in the group has yet exercised this option, so I'm not sure how
>it's going to work out yet.
>
>
>Cash for Karma
>------------------
> [skip rules]
>
>Comments? Play balance issues? Questions?

I don't like cash for karma system because it gives edge to shamans
compared to mages who need to buy libraries (which are pretty expensive).
IMO, it also becomes more difficult to *master* evolution of characters.
You could quickly have a big difference between the power levels of your PCs.


Cobra.

E-mail adress : wgallas@*****.fr
Quote : "Never trust an elf"
Message no. 3
From: Morten Ax <run_over@*****.COM>
Subject: Re: House Cash for Karma rule
Date: Tue, 24 Mar 1998 07:07:30 -0800
> Comments? Play balance issues? Questions?
>
>
> Jerry Hill

Well we've(that'sthe gruop I play in) have also play tested something
like this with a ratio that said 1 good karma for 4000.
The first reason to bring it in to play was that the phys adapt felt
wussy...but enough of that.
We compared prizes for cyberware and bioware, and the same in phys
adept power prizes in 4 karma for one power point, and ended with the
ratio as mentioned above, and life was great for our phys adept.
But as the game progressed the phys adept grew powerfull...POWERFULL!!!
So the GM decided that he should aprove anything (powers) bought by
the phys adept.
My point is: This ended with a kind of "the gods have given you these
powers..." thing and it worked really great.
It also helped the GM keep the phys adept under control
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Message no. 4
From: Stephen Delear <c715591@******.MISSOURI.EDU>
Subject: Re: House Cash for Karma rule
Date: Tue, 24 Mar 1998 19:18:41 -0600
At 07:07 AM 98-03-24 -0800, you wrote:
>> Comments? Play balance issues? Questions?
>>
>>
>> Jerry Hill
>
>Well we've(that'sthe gruop I play in) have also play tested something
>like this with a ratio that said 1 good karma for 4000.
>The first reason to bring it in to play was that the phys adapt felt
>wussy...but enough of that.
>We compared prizes for cyberware and bioware, and the same in phys
>adept power prizes in 4 karma for one power point, and ended with the
>ratio as mentioned above, and life was great for our phys adept.
>But as the game progressed the phys adept grew powerfull...POWERFULL!!!
>So the GM decided that he should aprove anything (powers) bought by
>the phys adept.
>My point is: This ended with a kind of "the gods have given you these
>powers..." thing and it worked really great.
>It also helped the GM keep the phys adept under control

How much Nuyen do you give out on average. I tried using and adaptation of
AD&D's cash for XP's rule in my game, 1 Karma point for 1/4th of the total
earnings of a run, I finally ended up making it 1/4th of total worth
(excluding cyber, magic gear or other "class gear") when it became clear
that the players were only cashing in for low paying runs (which was fair I
guess but I wanted cashing to be something done rarely). I should add
however that I had a no-decker rule so didn't have much need for karma for
cash.

SteveD
>_________________________________________________________
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>Get your free @*****.com address at http://mail.yahoo.com
>
Stephen Delear
University of Missouri-Columbia
Check out my Photo Message Board at http://www.missouri.edu/~c715591
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the shutter" Ansel Adams
Message no. 5
From: Morten Ax <run_over@*****.COM>
Subject: Re: House Cash for Karma rule
Date: Wed, 25 Mar 1998 03:47:35 -0800
> How much Nuyen do you give out on average. I tried using and
adaptation of
> AD&D's cash for XP's rule in my game, 1 Karma point for 1/4th of the
total
> earnings of a run, I finally ended up making it 1/4th of total worth
> (excluding cyber, magic gear or other "class gear") when it became
clear
> that the players were only cashing in for low paying runs (which was
fair I
> guess but I wanted cashing to be something done rarely). I should add
> however that I had a no-decker rule so didn't have much need for
karma for
> cash.
>
> SteveD
>

A normal run would be rated around 15K - 20K, off course the more
danger, the more cash...
And yeah, the players should only cahs in rarely, tha Phys adept in
the group cashed in everything she could get her hands on, that was
when the Gm stepped in...

No-decker rule...I use this one too. but I have thought about
re-introducing deckers along with the new riggers in my campaing, then
save cut down on the waiting by rolling less dice. I plan on doing
this by simply saying "you made", or "you hear something" instead of
all the dice rolling, I hopre it will work. Does anybody have an idea
on how to make this really good?
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