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Search: Posts Made By: kirbwarrior
Forum: GURPS 07-11-2018, 10:29 PM
Replies: 25
Views: 595
Posted By kirbwarrior
Re: Decreased Mana Costs as an advantage

Those are good points, but I am making the assumption that Wild Mana Generator exists and is a buyable option (it might require Unusual Background, but then Decreased Mana Costs might also require...
Forum: GURPS 07-11-2018, 10:14 PM
Replies: 64
Views: 1,922
Posted By kirbwarrior
Re: Minimum Skill Count

As the user who said the "4-10", I also know that campaign type really does matter and skills themselves matter. Three things that I know "shrink" that list;

A) I ignore "flavor" skills when...
Forum: GURPS 07-11-2018, 08:06 PM
Replies: 25
Views: 595
Posted By kirbwarrior
Re: Decreased Mana Costs as an advantage

This is actually a pretty cool way to give a spread of usefulness across focus. Only buying one or two spells and it's great to increase skill a lot with them, but for more generalists you buy...
Forum: GURPS 07-11-2018, 07:59 PM
Replies: 21
Views: 927
Posted By kirbwarrior
Re: What do we mean by "balanced"?

Thanks for that entire explanation. I already do some ad-lib GMing, with planning and worldbuilding helping me set up these kind of situations, but your explanation is better thought out and explored...
Forum: GURPS 07-11-2018, 02:10 AM
Replies: 195
Views: 8,105
Posted By kirbwarrior
Re: The Problem With Magic

That's true but once again is a strange effect of Missile spells and not Regular or Long ranged spells.



Either a single spell or a meta spell that changes healing spells, but either way...
Forum: GURPS 07-11-2018, 02:09 AM
Replies: 195
Views: 8,105
Posted By kirbwarrior
Re: The Problem With Magic

I don't understand, what do you mean by "GM budget"? And why wouldn't they be different with a point-buy system? When building traits, I don't often give in-game costs since the point is buying the...
Forum: GURPS 07-11-2018, 12:33 AM
Replies: 22
Views: 696
Posted By kirbwarrior
Re: New Advantage: Fusion

If attributes are the main problem, then there are two solutions I've used I like;

A) Only apply highest of each, with a paltry bonus from the other fusion (say +1/ST+20% per extra person, or...
Forum: GURPS 07-10-2018, 10:14 PM
Replies: 195
Views: 8,105
Posted By kirbwarrior
Re: The Problem With Magic

That exemplifies my problem with anti-magic. If anti-magic exists as a balancing concern, then a wizard is either too good or worthless, basically whenever the GM wants. If it's not a balancing...
Forum: GURPS 07-10-2018, 10:08 PM
Replies: 22
Views: 696
Posted By kirbwarrior
Re: New Advantage: Fusion

My only issue with this is that it uses half the value of the lesser point character. This neither seems thematically appropriate (often fusions are greater than the sum of the parts), nor...
Forum: GURPS 07-10-2018, 10:00 PM
Replies: 25
Views: 595
Posted By kirbwarrior
Re: Decreased Mana Costs as an advantage

Oh, okay, I thought I might have been wrong.

I think it's still fair, and gives a really good reason to focus on a college that doesn't come up enough in default magic.
Forum: GURPS 07-10-2018, 09:52 PM
Replies: 21
Views: 927
Posted By kirbwarrior
Re: What do we mean by "balanced"?

Yeah, I've done enough "rule-light" campaigns as both GM and Player to understand the lack of a system makes it nearly impossible to determine what a given character is capable of (it's already hard...
Forum: GURPS 07-10-2018, 09:29 PM
Replies: 25
Views: 595
Posted By kirbwarrior
Re: Decreased Mana Costs as an advantage

I thought penalties would come up enough for more skill to matter, and contests always want more skill. Plus, as you pointed out, reducing cost and time is still useful as skill goes up (similar to...
Forum: GURPS 07-10-2018, 09:14 PM
Replies: 195
Views: 8,105
Posted By kirbwarrior
Re: The Problem With Magic

(There's a lot to respond to, and it's not easy to break up quotes, so I'm going to respond differently than normal)

146 IQ skills? Now I feel less bad about breaking Per and Will from IQ. Good to...
Forum: GURPS 07-10-2018, 07:25 PM
Replies: 25
Views: 595
Posted By kirbwarrior
Re: Decreased Mana Costs as an advantage

"Only to decrease mana costs" seems almost like it could be -80% (Magery does so much and the skill bonus is the bulk of it), but I could see an argument for probably -60%. That works fine for low...
Forum: GURPS 07-10-2018, 06:51 PM
Replies: 7
Views: 295
Posted By kirbwarrior
Re: Limbs with odd modifiers

See Invisible (Spirits) does make sense to being able to see it. I'll even bring that up to the worldbuilder as a cool trait for "soulcasters". It also sounds like Detect (Souls) would see them,...
Forum: GURPS 07-10-2018, 06:46 PM
Replies: 25
Views: 595
Posted By kirbwarrior
Decreased Mana Costs as an advantage

In an old campaign, the GM and I came up with a trait we were both happy with for decreasing the cost of magic spells. It was adapted off of Wild Mana Generator, with the assumption that dropping...
Forum: GURPS 07-10-2018, 03:34 AM
Replies: 24
Views: 723
Posted By kirbwarrior
Re: When Modular Abilities Cost Less

A few thoughts;

A) Infinites and unstoppable attacks are also staples of certain stories, yet GURPS intentionally avoids them.
B) Objects don't often cost points. Being a cyborg that can plug in...
Forum: GURPS 07-10-2018, 03:12 AM
Replies: 195
Views: 8,105
Posted By kirbwarrior
Re: The Problem With Magic

The point is that it's at least a baseline to work on that has guidelines of balance.


My point is that the system more accurately punished you for not min-maxing rather than reward you for doing...
Forum: GURPS 07-10-2018, 01:35 AM
Replies: 24
Views: 723
Posted By kirbwarrior
Re: When Modular Abilities Cost Less

I'll answer this more general question; I can make an Corrosion Innate Attack that does 1d-4 damage. That has a base cost of [-2], and with RoF 300 and Selective Effect, I can absolutely get some...
Forum: GURPS 07-10-2018, 12:31 AM
Replies: 24
Views: 723
Posted By kirbwarrior
Re: When Modular Abilities Cost Less

Modular Abilities really shouldn't allow skills to be honest. When I made Hedgewitchery*, I knew that spending 17pts per point was perfectly fair with skill allocation, but the big thing is that...
Forum: GURPS 07-10-2018, 12:23 AM
Replies: 195
Views: 8,105
Posted By kirbwarrior
Re: The Problem With Magic

I've never been good at being wholly subjective about a system. At least a starting point (such as how Word magic gives baselines) is enough for me to get a feel for things. But I have no idea what...
Forum: GURPS 07-09-2018, 11:15 PM
Replies: 195
Views: 8,105
Posted By kirbwarrior
Re: The Problem With Magic

That makes sense flavorfully, but then that sounds like a situation where flavor comes before balancing a supernatural effect (and then there are smaller things like if you can cast it for free then...
Forum: GURPS 07-09-2018, 10:26 PM
Replies: 7
Views: 295
Posted By kirbwarrior
Re: Limbs with odd modifiers

Okay, thanks. Does See Invisible let you see the arm? Does See Invisible get around No Signature in general? Or would that be a limitation (likely a Nuisance Effect)?
Forum: GURPS 07-09-2018, 05:29 AM
Replies: 195
Views: 8,105
Posted By kirbwarrior
Re: The Problem With Magic

I've been getting inconsistent numbers about that a lot. Is there a handy place that does show the numbers of things (I'd also like a hard number of the number of spells that Magic has)? I remember...
Forum: GURPS 07-09-2018, 12:04 AM
Replies: 195
Views: 8,105
Posted By kirbwarrior
Re: The Problem With Magic

This actually is the one thing I'm okay with the system as is. It would be nice to have some sort of list of what spells to allow for certain settings/story/campaign types, but that's the least...
Showing results 1 to 25 of 2065

 
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