In reply to Peter Firecrow (msg #53):
It's all for your sake! All for you.
Wax,
Absolutely, you must go with the knight. Are you taking the template as-is?
Overkill,
Looking forward to seeing Roadkill.
Don,
I was thinking along those lines. There are some communities that accept gold and silver. Let's say, not just Junkyard but those that trade with the Convoy, who would encourage a convertible currency for many reasons. Junkyard for sure, and many of the larger Convoy clients are more likely.
The ideas of cigarettes (and joints) being individual units of exchange are cool. In the main rule book it says that "cash" is actually small luxury items, so that would include perfume, well-preserved snack foods, jewelry, and of course, condoms. So feel free to define "cash" in those terms.
Ammunition doesn't seem like it's going to be a medium of exchange, as it's just too valuable and by definition would be depleted over time. On the plus side, all communities have a need for it, and it's non-perishable, and small. I like the $1 per 10 spent cartridges. Most if not all weapons will have brass-catchers, as applicable ($5).
Important Errata:
Trait Checks: Coordinations have always bugged us, so we got rid of them. Sort of. They're now called "Trait levels," which in itself isn't a big change, but it changes the mindset of those who are frustrated that Traits are often better than skills, particularly when making the old style default rolls (see the change to those below).
Default Skill Rolls: Default Aptitude rolls work differently. Instead of using your Trait with a -8 penalty, you now roll one die of your Trait with a -4 penalty. This change was made for those who looked at their ld12 search skills and wondered why they wouldn't want to always roll their 4d12 Cognition instead - even with the -8 unskilled penalty - because their chances of going bust on the roll are much lower.
http://www.peginc.com/Downloads/Errata/HOEErrata.htm
Tony
This message was last edited by the GM at 11:39, Mon 21 June 2010.