SkyeFyre wrote:The word "inability" means that he is incapable. Just because he has not provided an example does not mean he is unable to do so.
True, but if he's going to pretend not to know what the word 'example' means, I will continue to believe his charade.
On a more serious note, thank you for the example. It is very illustrative of how it works out. This sort of thing is very useful and I sincerely appreciate your doing so.
SkyeFyre wrote:Party consisted of:
- Cyber-Knight
- Wilderness Scout
- Juicer
- Merc Soldier
- Samson Pilot
Funds between all of them: ~7000cr
So: Important to note here. At the start, (and I presume this is the start of the game, but not sure.). The *party* starts with enough credits between them to repair about 12 MDC..total. The party is also 80% combat characters. This should ideally, given the party composition, be a combat heavy campaign.
They also have a juicer. Every Rifts party has a juicer, it’s like, the law!
So, if this party wants to have any longevity, the GM has to make available access to cash (either by having them fight guys with lots of $$ or by offering them $$ for jobs or whatnot). And until they get big $$, the GM is forced to have them fight small potatoes. This is a limitation in most RPG’s in one form or another, but in Rifts it’s a killer. Largely because most PC’s are like Christmas trees (like these classes for instance), defined by their ornaments, and those ornaments are very expensive Watch how the sessions go, and how the armor repair dominates things.
Interestingly, only one of the characters is a heavy guy, the Samson, who has one of the lightest power armors. He's as cheap and inexpensive a tech heavy guy as you're going to see.
SkyeFyre wrote:Summary of last few games:
- Party enters small town that is having some problems with nearby bandits. Beg for help. Offer the party 2000cr (All they could scrounge up) and a place to live in town.
- Party accepts.
- Party engages bandits, freeing slaves, killing punks...etc.
There were approximately 12 bandits. Half were armed with plain SDC firearms and SDC explosives. 4 had ramjet rounds and partial MDC armor providing them about 24MDC. The other 2 had 40 MDC and "light" energy weapons. 3D6 range.
- Party wins. They had taken a total of ~25 MDC (bad rolls) to normal armor and the Samson took about 12. 1 e-clip used up and one half drained.
- Party salvages SDC weaponry, some silver bullets, the scraps of MDC armor, the MDC weapons and e-clips, clothes, food, a few vid-discs and a computer.
Total earned from salvage: 32,650 + 2000 from the town = 34,650
Total spent in repairs and reloading: 25,750
Total profit: 8900
Total funds: 15,900
Needless to say, this party wasn’t fighting anything that was a real challenge. The Samson could have taken these guys single-handedly.
But the GM had to softball the party, the party has no $$. However the shortness of cash doesn’t make the party any weaker in an individual combat. As a result, the only solution is for the GM to softball the party (have them fight things they could wipe the floor with) and the GM is softballing the party but good.
SkyeFyre wrote:- A week or so later they run into a small settlement dealing with a demon.
- They do some research and learn how the demon works.
- They set a trap and take on the demon taking minimal damage (13 MD)
Total loss: 8,950
Total funds: 6670 (They spent some on food and supplies between locations)
The party doesn’t ‘run into’ a settlement dealing with demons, the GM ‘has them encounter’ a settlement dealing with demons’. This is an incredibly important distinction. The GM has to choose what the party encounters, and the GM is softballing the party again, but the GM has to…. Because Armor Repair is more expensive than they can afford!
When the game design hardwires this sort of softballing of the characters, I think it’s a problem. The sort of marathon ‘death by a thousand cuts’ campaign is a do-able one, but they don’t look like this.
SkyeFyre wrote:- They think they can get something for some of the demon's parts so they load up with the parts and depart towards a magic based kingdom that could pay them well for it.
Good idea. Did they do a demon/devil lore check (from the cyberknight) to determine approximate value?
SkyeFyre wrote:
- They run across a group of miscreants they've met before. They've got a Titan combat robot (semi depleted missile payload), 3 headhunters and a crazy.
They don’t ‘run across’ a group of miscreants, the GM ‘makes them encounter’ a group of miscreants. Very important, because in the GM’s notes it probably says something like
$$$$$$$ PAYDAY$$$$$$
Here is what a Rifts GM is forced to do. He needs to put in giant paydays or else his hands are tied. Nowhere in the book does it say "As a Rifts GM, you need to put in the opportunity for multi-million credit paydays", but it's what you have to do if they are going to be taking any reasonable amount of damage. And you have to softball the party until you do it.
Otherwise you're limited to combats where an entire party only risks taking 30 MDC of damage, total.
SkyeFyre wrote:Total damage to party: 220MDC of body armor, 190MDC for the Samson
Total cost of repair and reload: 351,000
So now they need hundreds of thousands of credits.
SkyeFyre wrote:Total profit from salvaging the camp, the 'bot, and whatever wasn't vaporized by the fusion blocks... which wasn't much: 480,000 + 1,000,000 for an aged nuclear reactor. Total: 1,480,000
And they’re now millionaires! Now the party can actually repair fallout from a fight commensurate to their power level (unless the Sampson loses a hand, at which point that whole chunk of change evaporates).
SkyeFyre wrote: Salvage and scrounging for anything of worth is what keeps you alive.
And The GM softballing the characters when they’re poor, only being able to really challenge them when there’s availability of millions of credits. Four sessions in, a combat heavy party ( 4 out of 5 of the characters are men at arms) has only had one challenging combat.
It would be different if the system had some sort of mechanic making poverty weaken the party, but it doesn’t. Literal starvation renders you weak and unable to fight (there is a lot of drama when those kobolds have become lethal due to your weakness). However financial starvation doesn’t weaken you, and instead hardwires the sort of softballing observed above.
He sounds like a good GM, who's running the game as it is written. The game is written, however, with required softballing, which really weakens things.