Talk:Modified FFG Resources

Rarity as a Cost Basis
Unsurprisingly, I'm going to have opinions on this. I've skimmed it over and such so far and I have concerns about using Rarity as a defining trait, because Rarity has absolutely no correlation to how good an item is in this game. Let me grab a couple armor examples.

Timber Cuirass: Soak 1, Defense 1. Encumbrance 4. Hard Points 1. Rarity 5. No other attributes. Very easy to get as a defining item (it costs you a step up on rarity). Ancient Battle Armor: Soak 2, Defense 0. Encumbrance 6. Hard Points 1. Rarity 9. Increases Defense value by 1 when Force User.

Ancient Battle Armor is straight up worse than the much easier to get Timber Cuirass for anybody who isn't a Force User and equal to the Timber Cuirass for Force Users. However, it is 4 steps higher on the rarity chart. And I realize I'm just grabbing one example, but the rarity values aren't remotely balanced for this type of work. For example, the Diplomat's Robe, a 1/0 light armor that gives a boost die to certain social rolls, is Rarity 6 (but only costs 400 credits).

I get where you're going with this, but I feel like the equipment list is going to present a lot of "WTF why can I get that so easily" or "Why is that so impossible to get?" scenarios. Eustacio (talk)