>>66257152>CP is EXTREMELY VALUABLE: It is far better to make something too strong than for it to be weak.
I’d rather go with a conservative approach because if you make it too weak most people won’t complain about it being buffed, wheras the other way around is much more contentious.>Perks that have inherent drawbacks are not perks so much as disguised Drawbacks, and most reasonable people will wave them away and/or call Fury’s Maxim. You may pair a drawback to a perk for the duration of the jump, however, though these should be used sparingly.
I disagree; if a canon power has a problem canonically, it should probably stay that way. However, the weakness shouldn’t be enforced by fiat to the point that outside perks that can alleviate it, won’t. In some cases like vampire powers/altforms this is more debatable since they have so many weaknesses.>If you paid CP for an item, it is NOT normal in anyway whatsoever. It may seem as such, but it is not.
I guess this would depend on how your rules work; personally I agree in most cases except when it comes to money/treasure items, since all items that don’t fall into those categories respawn or repair themselves over the course of about a week for me unless they say otherwise.>Costs should be 100/200/400/600, and it is OK for there to be more than one option of a given tier in a origin line.
You should have as many perks as you can, but sometimes there’s just not a lot to go on. 100/300/600 is a perfectly valid format. Just remember to have 50 CP options.>Import Options: Always make note that items possessed by the jumper can be imported to similar offerings in the jump. Weapons to weapons, starships to starships, etc.
Yeah, can’t really complain about this. I usually just stick a note in the notes section about it.