Catlord - I see tho hast cast "raise dead thread".
A repost from me in 2005: viewtopic.php?t=46390&highlight=
I just read through the new TW rules and thought I would list my thoughts (a bit late, but I don't see any good solutions to the problems). Those who have seen my site know that I have quite a few TW creations and insight into them.
Problems:
-The new rules work off gem values which are arbitrary. The magic system was setup with PPE and to a lesser degree level being the 'balancing' factors. (I use the term balance in rifts loosely)
-the new rules are overly complicated
-the markup for creating TW items could have been stated more clearly (its listed as 35 - 60% in RUE, 10-14,000 profit on a 40,000 sale, though you have to do some quick math)
Symptoms:
People will reduce all construction time/costs by:
-Creating every item at level 1
-use large carat values
-use many small carat gems to produce one large one (this could almost have been a typo)
Results:
-The TW lightsword costing 1775 credits above: 1d4x10md for 1PPE to activate (I put together a quickie spreadsheet that doesn't round) where the flaming sword used to cost 70,000 credits do 4d6md AND you needed to know the firebolt spell and have 7ppe to use. There better not have been that much power creep since the last main book...15 years ago. As the flaming sword now costs 90k and 14 PPE to activate without the spell (perfectly acceptable), I can see its the new rules that can be too easily abused.
Fixes
I'm surprised people haven't figured out easy fixes yet. Here are my initial thoughts..I thought I would post them, see what feedback and thoughts everyone else has while I think.
-The minimum level a device can be created at is 1/2 the highest spell level used in the device. No more level 1 lightswords modified to do more damage with the secondary spell annihilate. This means at lower levels you will be converting powers sources to magic (eclips & vehicles), creating wing boards (every TW needs a flying surfboard...its a style thing) and other things a beginner should be doing. I will make an exception for all the starting spells, since you start with them you should be able to put them into TW devices immediately (however you should not have enough money to do so, I think 10 spells was fine, giving people more spells tends to make them think about how to use them in a RP perspective less, so I don't think 25 is really a good idea. On an unrelated note I think PB was brilliantly devious in giving TWs magic net as a starting spell, now most won't bother to learn the overpowered carpet spell & it will be more uncommon in TW devices).
-The TW MUST be the device level in order to create the device. The TW must now be level 8 before creating the GB annihilation cannon.
-Finally by making the primary gem a single gem only (which I believe was probably the intent at some point), GMs have a very easy way of limiting the 40 carat gem. You can't find anything over 5ish without a quest that involves mostly RP...munchkins everywhere will commence suffering now)
Although I agree that as the carat value increases the price should increase exponentially, I'm not sure its worth making a rule for that. I follow the KISS rule. Diamonds, for those who care: 5carats of .5c costs 15,000USD & a 5c diamond costs 115,000USD. Soo ladies, if someone gets you a 5c rock they are serious.
The question we have to ask ourselves is, are are we happy or do we want something simpler? If you want simple guidelines:
-device level: 1/2 of the highest level spell created, you need to be this level to create the item.
-PPE cost to create: 10x spells ppe cost
-Activation cost: as the normal spell
-Time to build: ppe of spells / 4 (so a lightblade takes 5 hours while something with annihilate takes 150 or 15 10 hour days). leaves more time to RP.
-Cost to create: ppe of spells x 2000. So a lightblade costs 20,000 while annihilate costs 1,200,000
But the stats aren't where the fun lies, its all the RP things like gathering together the parts, having lots fun trying models when you fail your roll, (If I were to flush this out more, I'd like a chart to give GMs ideas - just because you fail your roll doesn't mean the result shouldn't be fun - so your healing device takes all your PPE and transfers it to the person you are trying to heal...
![Smile :)](./images/smilies/smile.gif)
, getting the spells to make the items, etc. All the ideas in all the books are still perfectly workable using a simplified method which leaves us all more time to create items - which is afterall what you & your GM want to be doing when you play a TW, not trying to figure out how to abuse the rules and how your GM will deal with it. So when you ask your GM to create an annihilation cannon for the GB the GM is free to say "and you think your going to find a 1M diamond for that? Which PC are you selling to the chop shop? Mowahahaha!" and if you do, you at least know that not everyone and their dog is going to have that 1M diamond..because your creation is not only rare, but unique.