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Alternate Necromunda Costs system

 Post subject: Alternate Necromunda Costs system
PostPosted: Sat May 21, 2005 12:43 pm 
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We are experimenting with an alternative cost system for Necro in our group.  You know the table that you calculate upkeep costs?  Well, our group doesn't get together that often, maybe 2 times a month at best, so that table causes frustration between us, as it takes forever to get anywhere.  So I propose a simpler method of calculating costs.  Just take 10% of the gangs experience total.  Thats it.  As your gangers get more experienced, they get more of the 'take'. The only catch to this would be that when you get a highly experienced gang up in numbers, you could get a situation where you won't have enough money for upkeep.  Well, in that case, you start dropping gangers 'out' for the next game, say they are out working extra or whatnot.  If you had a really bad game, and had massive cash flow issues, you could say that there is a minimum number of guys who would go out for free, say 7 (or whatever, could be a relative number to your opposition) thereby allowing you a chance to recover.  
    What do you guys think?

my 2cents,

iblisdrax

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 Post subject: Alternate Necromunda Costs system
PostPosted: Tue May 31, 2005 5:12 pm 
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hmmm....no comments?

???

my 2cents,

iblisdrax

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 Post subject: Alternate Necromunda Costs system
PostPosted: Wed Jun 01, 2005 1:02 am 
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Did they change the rules in Underhive?
The little chart you use there is VERY simple indeed, we've had no problems.

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 Post subject: Alternate Necromunda Costs system
PostPosted: Wed Jun 01, 2005 4:46 am 
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The chart is the same.  Our problem is due to lack of playing time, since the group plays both Necro and Epic alternating, it can take a very long time to get anywhere in the campaign, cash wise.  Also I just felt that the chart, while simple, didn't really reflect the fact that more experienced gangers will want more of the 'take' than a green juv.    Utilizing the system I outlined above, it is still somewhat expensive, but you have more flexibility, and it makes more sense in that your 157 exp ganger would get more pay than the 5 exp juv.  Under the chart, the two would be the same.  Under my system, the ganger would cost 16 creds, and the juv, 1.

my 2cents,

iblisdrax

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 Post subject: Alternate Necromunda Costs system
PostPosted: Wed Jun 01, 2005 8:56 am 
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I quite like the idea. The campaigns I played of Necromunda always had a bit of a problem with the rate they grew at (namely, after a while certain gangs just seemed to fly up in cash and xp), and I think this might slow that down very nicely. Granted, not the reason you proposed it Iblisdrax, but hey... :)

I may try that out at some point. Thanks for the idea...

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 Post subject: Alternate Necromunda Costs system
PostPosted: Wed Jun 01, 2005 10:29 am 
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Well, you hit on the other side of the coin, the choice you will have to make (with my system) when your gang gets really big.  Do you keep your really experienced guys?  Or do you 'trade' em in for some juvs or regular gangers to keep costs down?  

my 2cents,

iblisdrax

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