Started by folderol, November 10, 2009, 11:33:43 AM
Quote from: Valamir on November 19, 2009, 09:02:42 AMBy the rules, you'd create a new Master from scratch including just those Traits of the prototype that are to be universal. However, either of your suggestions is a fine Gimmick if it feels right to do it that way for a given occassion.
Quote from: David Artman on November 19, 2009, 11:08:28 AMQuick follow-up, Ralph:If I make a Master Component using a named Component as a model (i.e. pay full price for the MC, as you've said above) does the named Component get a "refund" on the coins spent to buy its (now-Master) Traits, less the cost of being a member of the Master Component 'class?' Or does the original just stay as-is, with specific traits that now just so happen to be part of a Master Component class? (The latter is more elegant, vis a vis coin management; the former seems more fair, vis a vis which player had to buy the original at what is now a 'premium.')
QuoteI've also wondered about coin costs to remove a Trait that comes from a Master Component. For instance, there's a "Birdman" MC that grants the Traits "Wings," "Eagle Eyesight," "Raking Talons," and "Vicious Beak." If I make a blind (or wingless) Birdman, which of the following is true:* The Blind Birdman buys the MC, PLUS one coin for the Trait "Blind"?* The Blind Birdman buys the MC, MINUS one coin for lacking the Trait "Eagle Eyesight"?* The Blind Birdman can't take the MC, being blind, and so has the other Traits singularly, for a three coin cost?
Quote, I would not always deem it necessary to create a Master Component completely from scratch if a prototype Component already exists and therefore: When turning a regular Component into a Master Component and additional Sub Component that represents the original Component, the Master Component and the Sub Component Traits are paid for (2 Coins), but the already established Traits may be reorganized for free.