Killer Cyborg wrote:Shark_Force wrote:if you want to have enough money for the fights that matter, my advice is to not get into fights that don't matter if you can at all help it, unless you can set up a reliable overwhelming advantage. 4 of you against 40 of them is just asking for trouble, so don't pick that fight, pick a fight where they would have to be crazy to fight you. or, better yet, get money from something other than fighting. find someone else's wreckage (from a fight, from a crash, from a sunken ship, whatever), and salvage that. find something on your character sheet that doesn't involve you probably needing 50,000 credits worth of repairs or replacements (or more) to make money, and use that.
Much like in real life.
oh, absolutely.
that's my main perspective on the costs, as i believe i've mentioned elsewhere; they exist to disincentivize charging in and shooting everything without thinking. much like the experience point system, actually. you get 25-50 experience for fighting a minor menace. you gain 50-100 for avoiding a fight, 25-100 for coming up with clever ideas (whether they work or not), 50-100 for acts of mercy or compassion, etc... and *zero* points for completely unnecessary fights, including fights for selfish reasons (though if you're playing a greedy or otherwise selfish person, you *may* get experience points for acting in character).
i really don't think rifts (or any palladium RPG) is intended to be a game where you see a dozen orcs and try to kill them because they're there. though of course, i didn't necessarily grasp that when i first encountered the system (nor do i think my GM did either)... most of my initial experience with the setting consisted of repeated combat encounters. it should surprise nobody that in such a game, various magical or psionic characters, all with access to regenerating sources of MDC, were the standard for us