DEXCON 15 takes place July 4 - 8, 2012 at the Morristown Hyatt and Conference Center in Morristown, New Jersey.
The "Fe" designation... huh? The only thing that comes to mind is whether or not it would contain enough ferrous metals to be affected by magnetism, but then I'd've figured for a yes/no, not a numerical rating.
What counts as a "restriction", what are some examples of major or minor?
What do the different ammunition types matter for?
Why is a restriction such as "can only be used by me" a feature that costs extra, not a a penalty that reduces cost?
Why does break point improvement not simply cost 1 IU per +5?
Shouldn't as everything else is explicitly stated, there be a note that permanent stat increases are not rated a .1x cost?
Are M-attributed weapons/armor specifically prohibited, or just bizarre enough and rare enough that there aren't standardized rules?
What about Y-attributed items?
Also, what about this sort of thing: if non-magical item creation is used builds a flame-thrower - I'm assuming each attack consumes a "round" of fuel for it - is the attack P but the damage EF, or what, for reduction/protection purposes? Or is it all physical, because even though it looks/feels/whatever like fire, it's not "real" fire as far as the Nexus is concerned?
I know this stuff gets weird, and I probably overthink it, but I don't recall seeing this spelled out before.
Also, how is break-point working these days, and do the fractional cost modifiers stack - that is, is a single use, heavy-restricted item only going to take .05xIU to make?
Explain the requirements in a bit more detail.
** It's been in effect for some time, and this actually narrows what's been out there (machine gun clip, bolter, normal bullet). It's simply a standardization of ammo (examples: Type I is a 9mm, Type II is a .45 cal, Type II is a 5.56 rifle round, and Type IV is a .50 rifle round). Note also that ammunition does add an offensive DR value to the weapon.
** I want to maintain a consistent value, so break point is always a multiple of 25/20
** I would hope people are cognizant enough tp realize that since stat increases are given a cost outright they are not subject to other modifiers (but ... yeah)
** The latter** Y-attribute normally falls under skill/power descriptions, I have yet to see an item call for it
** The attack (and thus the damage) would be considered EF (in the case of a flamethrower, the item would simulate Elemental Blast)
** The state requirement for an item is based on what I consider appropriate (for example, all weapons have STR as a requirement because if you can't heft it or take the kick it will be useless to you).
Single Requirement ½ IU value of item Double requirement ¾ of single requirement ENE Requirement IU value of item
So, a given "Marksmanship", or whatever the skill is now, sort of weapon would require a TYPE of ammo, depending on what it is? And, realistically, no one has pistol weapons with allowances to use at short range and also having low STR requirements that ALSO sling Type IV ammo wiht its correspondingly very high bonuses?
Ammo is rated at 1 IU per block of 10. Does this vary according to Type? Do normal costs apply for increases to Off. Calc. for these?
Well, if you make an effort to spell everything out, and miss stuff, then people will either assume, or pretend to assume, that anything not explicitly prohibited is allowed.
It seems like a "molotov cocktail"-type item could wind up requiring IC4 or higher to construct. How do AoE items work? Or do they not, unless they copy a power?
So, when I look at this chart: Single Requirement ½ IU value of item Double requirement ¾ of single requirement ENE Requirement IU value of itemI should take it to mean that the total amount of the stat requirement for a given Item, if it requires only one stat, would be half of the IU value of the item, generally? That if the stat requirement is ENE, instead of some other, it will require an ENE that is the full IU value of the Item rather than the normal 1/2 for other single stats? That if the requirement is split out over multiple stats, then the total of those stat requirements will be close to 0.375% of the Item's IU value?
The value of the weapon, of course, determines its ammo type - if you want a weapon that uses type IV ammo it's going to be a two-handed rifle with a STR requirement of at least 10 (20IU/20IU for a Held/Held Weapon). Ammo will be +1 to OR for every 2IU so if you're loading something along the lines of a +20 ammo you're going to need a 20 STR. I'm going to add more specifics to clarify the process as there are some rules in my head that I haven't put down on the guidelines (note to self: +20 max on OR bonus, maxes on ammo by type)
Molotov Cocktail: Elemental Blast (48IU) + 6 EM (96IU) // Use Once = (144IU)/10 = 15 IU, so you could make a Molotov with Item Creation II. All items that do something other than simple bonuses are based on existing skills or powers (should somethign fall outside such paramaters the creator and I can discuss)
** As it stands right now I want to avoid allowing pistols at short range: you want to shoot someone close, take a 5' step backwards.
** Fe means it is ferrous and subject to magnetism (the only difference between the two, besides magnetism, is that non-Fe items a a little more fragile and have a lower base Break Point
Are legacy items (stamped/crimped during 2.x) still supported, then? 'cause there are plenty of items with non-standard rules on them - bullet pistols allowed short range use, machine guns allowed three shots per round, etc. And, of course, the slot stuff was a tad different, but I think most slottednesses can be determined from the item type, even for the older stuff.
QuoteWhat about Y-attributed items?** Y-attribute normally falls under skill/power descriptions, I have yet to see an item call for it
Yeah, for instance, the whole single/two handed and why it would cost more IU for two hands (seems more like a restriction).
Seems like to hit the cap on type IV ammo you'd need to sink in 80 IU for 10 shots. You'd almost be better off building a launcher that fired single use "shells", which'd take much less. Of course, that still wouldn't give you +40OR per shot on top of weapon bonuses, but it seems like a more efficient way to splatter people.
Grandfathered items will be allowed...
"Y": Items that allow a surprise mental attack. Likewise, a weapon that allows a surprise long range attack.
"Y+": Those nifty little anti-pickpocket devices that some folks think work, or gear that boosts mental defense...
** Anti-pickpocket devices are Activation: Special