I’ve got some listener feedback to discuss today as well as a new Strange segment from Scott Robinson. I’ll talk a little about assets & time keeping in Numenera, and in A&P I’ll be talking about the Jurulisk.
The Obsidian Monolith is coming! E39
Shins vs. Yen
Could work if we followed this example and had coins or bills worth multiple shins.
However, you'd still need a sub-unit of the shin, because 1 shin is worth too much.
Today 1 Japanese Yen = $0.0098, That’s just shy of one cent!
Converting tables from Pathfinder or some other game
Difficult because item value in Numenera is not at all based on material value, and it is in most other games (e.g. gold is not worth any more than steel).
To some degree at least, the difficulty in manufacturing an item may not even come into play, since so many are recovered from ancient sites.
Value based solely on supply and demand and usefulness.
Because of these reasons, you can’t just apply an equation to convert items from another game across the board.
Each item must be considered individually.
A lot of work, but if this kind of verisimilitude is important to you (and/or you and your players enjoy economics in games) it may be worth it.
If you’re going to go to all this trouble, might as well set up more local and realistic economies and money systems.
I hope the World Guide addresses this.
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Strange Encounters with Scott Robinson
Scott has submitted an excellent segment to prime the creative pump for The Strange.
Scott was on the show for episode 10.
Under the Lens
Clarification – Asset Limit
There is a hard maximum of 2 steps of difficulty reduction from assets to any given roll. Whether this comes from one asset with a two step reduction or two assets with a one step reduction doesn't matter.
Assets can never decrease a task's difficulty by more than two steps (Numenera corebook, page 16).
An asset usually reduces a task's difficulty by one step (Numenera corebook, page 86).
Because most assets only reduce a difficulty by one step, I tend to say that the limit is two assets, but to be strictly correct, the limit is a two step reduction.
To further support that this is not a misinterpretation:
...being specialized and maxed out in asset opportunities reduces the difficulty by four more steps (Numenera corebook, page 323).
So the most you can reduce a task's difficulty without using Effort is 4 steps: 2 for being specialized in a relevant skill and 2 from assets.
Also, the limits make a lot of sense when you consider a Tier 6 character attempting a difficulty 10 task. In a perfect scenario, the Tier 6 character can reduce a difficulty 10 task to difficulty 0 and not have to roll at all:
-2 difficulty for being specialized in a relevant skill
-2 difficulty from assets
-6 difficulty from Effort
Total = -10 difficulty
The system is designed so a max Tier character can pull out all the stops and succeed at a difficulty 10 task without a roll. 10 is the highest difficulty, so in my opinion, allowing more than a 2 step reduction from assets goes beyond the bounds of the game system. Suddenly you have to invent difficulty 11 tasks to properly challenge a Tier 6 character. I think it's easier to just use the system as it's designed, and it's much more elegant as well.
Antagonists & Protagonists – Jurulisk
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