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Old 04-09-2020, 12:42 PM   #4
kirbwarrior
 
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Join Date: Jun 2010
Location: Dreamland
Default Re: Modular Powers: a flexible powers/magic system

Quote:
Originally Posted by Raekai View Post
I would use this system as flexibly as one would use Wildcard Powers from GURPS Supers. For the above example using Flight, I would be willing, as the GM, to guesstimate what feels like a 40-point ability rather than calculate new abilities during the game. This kind of flexibility is the very reason I sought to create a powers/magic system like this one.
I like what you are going for, but you point out right here a likely easier way of going about it. To keep the abilities as AAs instead of in addition to, you could drop the multiplier to x3 from Wildcard powers. Which, now that I compare some math, breaking that into lesser levels would be 10pts/lvl if you can't slot full cost abilities of the main power (close to what you had, but without the bigger buy in cost. Then again, that extra cost coincidentally lines up with UB's normal cost of 10pts...).
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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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