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Old 02-06-2018, 04:12 PM   #20
vicky_molokh
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Default Re: [Basic] Advantage of the Week (#51): Extra Arms

Quote:
Originally Posted by Refplace View Post
Extra Arms base cost is probably fine for the base cost.
Its when you start stacking modifiers like Extra-Flexible, Long and Short that I feel there is a problem.
Extra-Flexible +50%, or 5 points per arm. counters positioning issues.
Long +100%, or 10 points per arm. +1 per die for Swing damage and extra reach. Compare to Long on Extra Legs where it is not per leg but by an increasing number of them. Also compare to simply buying up ST which would apply to them all.
Extra Legs are 5, 10 and 15 points.

So how about taking a page from Extra Legs
Extra Arms cost 10 for 3; 20 for 4; 30 for 5 or 6; 40 for 7 or more. This takes into account the diminishing returns you get for a lot of extra arms.
Change the Grappling bonus to +2;+4; +6, +8 rather than +2 per arm.
And consider it a general and situational bonus for things like Climbing where the GM feels they would help.
Indeed, a large part of Long can be circumvented by taking Stretching . . . and just stretching your arms at the campaign start and keeping them that way. Sure, you don't get the damage bonus, but you do get reach. And at modest ST levels, you can get Striking ST for a decent damage bonus on all arms.

Though one thing to keep in mind about using the Extra Legs path: each Extra Arm allows using one Extra Attack without having to buy Multistrike, and unlike legs, arms can wield (force-multiplying) weapons.
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