Chris Brady wrote:You can argue that losing a vehicle or mecha doesn't happen enough to be worth double points either though. Some damage, yes, but complete removal? No. In fact, it works even better than armour, because the character can't get harmed until the Vehicle is brought to 0 Health.
Gear is my big bug bear in this game. I love it, but I cannot reconcile how it's useful in anyway.
In all fairness, a Vehicle/Mecha can be
destroyed. That's why they have Health. Depending on how powerful the attacker is, they can even be destroyed in just a single turn. Gear however doesn't have Health. It generally won't be destroyed unless the GM thinks it would be appropriate to the narrative. So whereas a character's Vehicle might be blown away to smithereens in a single massive explosion, their powered armor suit (Gear) would probably still be fine and intact.
I understand your frustration, but I'm actually the opposite. I
prefer Gear as the default way to represent weapons and items of equipment. It seems counter-intuitive to me to think of having weapons or equipment represented as a Weakness (Focus) or a Flaw (Weapon or Requirement) since having such things is usually advantageous to the character compared to someone who doesn't have any equipment. I mean, I see the idea behind it: Batman or Iron Man are at a disadvantage compared to superheroes that have innate powers. However, compared to ordinary people, they are at a great advantage for having access to technology that most normal people do not.
Also, I think another way to think of Gear is not in terms of traditional roleplaying games, but in terms of anime, manga, and video games, and even Western cartoons and comics as well. Getting disarmed usually doesn't happen that often, unless it is a particularly dramatic scene. Take any anime where most of the characters fight with swords (such as Rurouni Kenshin). You don't see every fight as being repeated attempts to disarm each other. Because that would be lame and boring. How about Sailor Moon? Did the Villain-of-the-Week ever try to yank that tiara off of her head before she could chuck it at them back in the early seasons when she still used that weapon? Nope. Or how about in Power Rangers, when the Power Rangers were armed with swords, blasters, bows and arrows, etc. while fighting monsters who were unarmed? Those bad guys never thought to try to
take their weapons and use them against them, did they? Heck, even in American cartoons taking a character's signature weapon didn't happen that often. Think of He-Man and Thundercats, in which both shows the main character's primary powers and abilities came from a special sword. Sure, it would have been more practical if in every episode the bad guys attempted to take said sword. But that actually rarely, if ever, happened. For all purposes even though their swords could be lost, dropped, stolen, etc. it almost never happened unless the plot of the episode specifically called for it. Then there are superheroes whose entire schtick is reliance on gadgets, weapons, or suits. And sure, those items might
sometimes get taken away, but those heroes would quickly become lame if in
every single fight someone took their signature item away.
So, personally, I understand why Gear isn't given any great discount. In most cases, signature weapons and equipment will
usually be available to the character, though they have the potential to not be sometimes. Also, one advantage of Gear (or any other way of making equipment) is it can be passed on to another ally character. Even if your character runs out of Health and Endurance and is out of the fight, another ally character might be able to pick up your sword and use it to help them.
If you're completely afraid of your Gear being taken away and used by bad guys, with the GM's permission you might give it a Unique Ability or Unique Perk that the item can only be used by someone who knows the password, by someone of the right bloodline, by someone who is deemed worthy by the item, by someone who has the key, etc. with the level of the Ability representing the penalty that another person who doesn't have the key or know the password etc. to be able to override the security system to use the item anyway.
Also, I've found that OVA is a game that's based on what's most appropriate for the character rather than what's most mechanically beneficial for the character. In another thread, I mentioned that mechanically speaking Agile and Quick are more useful than Combat Expert and Evasive. But even so, a character concept might be more appropriate for Combat Expert and Evasive. Similarly with equipment, it would be more mechanically advantageous to just have all of your Abilities be innate rather than having them as some kind of external equipment that can be removed, dropped, left behind, taken, etc. But if using equipment rather than having special powers or abilities is what suits the character, then that's what suits them.