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Old 09-13-2017, 06:47 PM   #9
Join Date: Aug 2004
Location: Buffalo, New York
Default Re: 4e Cybernetic/Implant Question

Your post makes sense.

Put another way? Let's say that you find that GURPS gave you 20 rules, of which 5 aren't needed, and 2 needed to be reshaped. That's cutting down from a solid form into something you are willing to run.

Soft form, is where you have to build things up from the bottom up. Not because GURPS didn't necessarily build what you wanted per se, but that they built the building blocks saying "ok, you can build it by route of method 1, method 2, method 3, or even method four. We've given you guidelines on creating new methods entirely, and these are the guidelines for building new methodologies.

Can you imagine what it would have been like if you had to have built 800+ spells from GURPS MAGIC one by one, all by yourself, for your own campaign? It likely would have been work in progress, and somewhere along the way, you likely would have said to yourself "Why am I building something that few, if any, will use?"

I've seen that approach with HARN MASTER MAGIC where all spells have to be created by the player and approved by the GM. Nice in theory. What happens however, when you need an NPC mage quick on the spot? ;)

Ultimately, one doesn't "tinker" with a game system unless they've tried it with the rules as written and ran into problems.

Want to have some fun? If a GM says "Build a 300 point character for a cyberpunk campaign, take Multimillionaire, and Independent income for 20 points. Try not to laugh too hard when you discover how much extra income your character gains by NOT having a job.

So, go for it - as suggested, if you're not happy with something as written, or if you find that what you want isn't there, feel free to build things as you see fit, and give it a trial run. If it works, great. if it doesn't work - well, you at least tried it.
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