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Old 05-10-2011, 02:41 AM   #3
kirbwarrior
 
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Join Date: Jun 2010
Location: Dreamland
Default Re: Broken abilities your GM will never let you have

Quote:
Originally Posted by Celjabba View Post
The innate attack cost is wrong, you round up, so minimal cost (before enhancements/limitations) is 100*0=0 rounded up to 1

Disregarding that minor detail, you should go to 6d-21, turning the attack in a disadvantage...

As for actually giving those abilities to a player ... I guess there may be, somewhere, a game where that would happen, although it will not be one of mine.

celjabba
Well, one, I always thought it was weird to round before modifiers, and two, how does 0 round up to one? Does 12 round to 13?

I was thinking about that, at make it even more broken, but then I remembered there is usually a cap on disadvantages...
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Quote:
Originally Posted by cosmicfish View Post
While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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