Dracogryff
One Thousand Club
Mentioning Comboing (or the lack of needing to for reflexives as a DB) in the Martial Arts thread reminded me of this. I so rarely end up getting Comboes that I don't tend to remember about their cost. According to Core, you must know all Charms in a Combo to make it, and are unable to add Charms later if you get one you wish to add, instead having to rebuy the entire business with the new Charm added to it.
This seems excessive to me, but I'm also not necessarily fond of the idea of just being able to tack Charms onto the Combo will-he, nil-he just by paying the cost of putting that Charm in the Combo. The first discourages combos until far too late in the game, IMO, and the latter (to me) cheapens the idea that this is a special maneuver you thought up and created through practice and determination. I've thought of a way or two to try to compromise the issues I have, and I'd like to hear what other players think is the best solution to the matter...
One solution that came to me is the make it so adding a charm later doesn't require buying the ENTIRE combo again, but just a portion of the cost of the Combo you've got already (like half or a quarter or a third or something) plus whatever it'd cost to put the new Charm in. It still seems more expensive than it should to me after a sense, but it would allow one to add as many Charms as they wished.
Example: Joe Solar has a Combo that cost him 14 XP to learn. He wants to add a Charm with an ability minimum of 3 to it. Thus he'd have to pay 8 XP, 3 for the ability minimum of the Charm itself, plus one third (this can be argued to a different percentage, just using it for the example) of the original 14, or 5.
The other solution that I've come up with is to make it so that you can come up with the full Combo you want, and when you have a majority of them (Say, two-thirds or three-quarters) you can then purchase that portion of the Combo, and pay to add the other Charms into it as you acquire them (at the cost that it would require to have put them in originally). This means the Combo is no more expensive than waiting, but you're limited in Charms you can add to it, and have to decide them all before you buy it. There is also the question as to whether a player should go into XP debt for finishing the Combo, too...
Example: Dusk the Lunar wishes to have a 12 Charm combo. Once she has eight of the Charms (assuming a requirement of two-thirds), she can declare the full Combo, and spend the XP required to put the eight Charms into the Combo. As she buys the other four, she then can place them into the combo by spending the XP necessary to put them in (IE, their minimum attribute rating).
I prefer the latter, myself, but I'm curious as to what other people think of Combo rules, and method they think is best to purchase them. Anyone have ideas they think are better, I'm open to suggestion, too. Then again, I could be the only one who cares about this, too, for all I know...
This seems excessive to me, but I'm also not necessarily fond of the idea of just being able to tack Charms onto the Combo will-he, nil-he just by paying the cost of putting that Charm in the Combo. The first discourages combos until far too late in the game, IMO, and the latter (to me) cheapens the idea that this is a special maneuver you thought up and created through practice and determination. I've thought of a way or two to try to compromise the issues I have, and I'd like to hear what other players think is the best solution to the matter...
One solution that came to me is the make it so adding a charm later doesn't require buying the ENTIRE combo again, but just a portion of the cost of the Combo you've got already (like half or a quarter or a third or something) plus whatever it'd cost to put the new Charm in. It still seems more expensive than it should to me after a sense, but it would allow one to add as many Charms as they wished.
Example: Joe Solar has a Combo that cost him 14 XP to learn. He wants to add a Charm with an ability minimum of 3 to it. Thus he'd have to pay 8 XP, 3 for the ability minimum of the Charm itself, plus one third (this can be argued to a different percentage, just using it for the example) of the original 14, or 5.
The other solution that I've come up with is to make it so that you can come up with the full Combo you want, and when you have a majority of them (Say, two-thirds or three-quarters) you can then purchase that portion of the Combo, and pay to add the other Charms into it as you acquire them (at the cost that it would require to have put them in originally). This means the Combo is no more expensive than waiting, but you're limited in Charms you can add to it, and have to decide them all before you buy it. There is also the question as to whether a player should go into XP debt for finishing the Combo, too...
Example: Dusk the Lunar wishes to have a 12 Charm combo. Once she has eight of the Charms (assuming a requirement of two-thirds), she can declare the full Combo, and spend the XP required to put the eight Charms into the Combo. As she buys the other four, she then can place them into the combo by spending the XP necessary to put them in (IE, their minimum attribute rating).
I prefer the latter, myself, but I'm curious as to what other people think of Combo rules, and method they think is best to purchase them. Anyone have ideas they think are better, I'm open to suggestion, too. Then again, I could be the only one who cares about this, too, for all I know...