12-22-2006, 11:03 AM | #51 | |
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
|
Re: Examples of 'Legacy Faults' in GURPS 4e?
Quote:
|
|
12-22-2006, 11:32 AM | #52 |
Join Date: Aug 2004
Location: Boston, MA
|
Re: Examples of 'Legacy Faults' in GURPS 4e?
Inappropriate trait name cary-over: For example Honesty isn’t really honesty (that’s covered by Truthfulness); Honesty should be call Law-Abiding, or whatever. 4/e could have been an opportunity to sort that kind of stuff out, if there was no concern of 3/e compatibility.
Magery: I would rather have seen the “cast spells,” “sense magic,” and “bonus to spell rolls” functions split into individual Advantages. The “sense magic” part could be dropped as it’s covered by Detect. Likewise the “bonus to spells” part could have been dropped because it’s more or less a Talent. Clerical Investment as a prerequisite for Clerical Rank: There’s no similar “Military Investment” (or whatever) as a required buy-in advantage for the other versions of Rank, so Clerical Rank shouldn’t have one either. Fearlessness and Unfazeable: Could have been handled with a mechanism similar to Resistant; bonuses up to some level and then an added Immunity level on top of that. |
12-22-2006, 11:47 AM | #53 | |
Join Date: Aug 2004
Location: Nashville, TN
|
Re: Examples of 'Legacy Faults' in GURPS 4e?
Quote:
__________________
I didn't realize who I was until I stopped being who I wasn't. Formerly known as Bookman- forum name changed 1/3/2018. |
|
12-22-2006, 12:39 PM | #54 | ||||
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: Examples of 'Legacy Faults' in GURPS 4e?
Quote:
Quote:
Quote:
Quote:
-- * Because unlike other forms of Resistant, Resistant to Fear is critically important to gameplay in an important genre -- horror -- and it's crucial to be able to fine-tune there. Much as how Resistant to Magic is vitally important to gameplay in fantasy. That's why Fearlessness and Magic Resistance stand alone.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
||||
12-22-2006, 06:23 PM | #55 | |
Join Date: Aug 2004
Location: Bakersfield, CA
|
Re: Examples of 'Legacy Faults' in GURPS 4e?
Quote:
|
|
12-22-2006, 06:35 PM | #56 | |
Join Date: Aug 2004
Location: Boston, MA
|
Re: Examples of 'Legacy Faults' in GURPS 4e?
Quote:
|
|
12-22-2006, 06:55 PM | #57 | |
Join Date: Aug 2004
Location: Boston, MA
|
Re: Examples of 'Legacy Faults' in GURPS 4e?
Quote:
http://www.sjgames.com/pyramid/sample.html?id=6160 :) |
|
12-26-2006, 03:01 PM | #58 | |
Join Date: Jun 2006
Location: On the road again...
|
Re: Examples of 'Legacy Faults' in GURPS 4e?
Quote:
The optional rules lay down one method of applying the modifiers; other GMs may apply other methods, no doubt.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
|
12-26-2006, 03:18 PM | #59 | |
Join Date: Jan 2005
Location: South yorkshire, united kingdom
|
Re: Examples of 'Legacy Faults' in GURPS 4e?
Quote:
|
|
12-26-2006, 03:42 PM | #60 |
Banned
Join Date: Aug 2004
|
Re: Examples of 'Legacy Faults' in GURPS 4e?
It’s already been covered on two threads, but Very Rapid Healing [15] vs. Regeneration: Slow [10]:
Both give +5 to healing rolls, but VRH lets you heal 2 HP on a successful roll, per day, whereas Regeneration: Slow lets you heal 1 HP on a successful roll + 2 HP automatically, per day. And VRH costs 5 points more. Kromm’s proposed solution doesn’t really cut it: VRH gives +10 to healing rolls, taken with the prerequisite HT 12, this gives 22 instead of 17, which doesn’t make a vast difference, and a +5 to bleeding rolls, (+8 to bleeding rolls is probably worth about 1 point *[1]). Frankly I’d much rather see Rapid Healing and Regeneration all rolled into one advantage. Based around some kind of formula that would let you work out just how much say healing 1 HP every 5 minutes was worth. A bit like Hero 5th. EDIT: This would also be useful for Regeneration: Fatigue, for when you’re trying to get the level of detail of GURPS Myth Fatigue recovery. *[1] Injury Tolerance: No Blood *[2] costs 5 points and provides Immunity to HT rolls based around blood. This is basically a Rare form of Resistant at the Immunity level. Resistance: Rare +8 costs [2]. Apply (Blood clots almost immediately: vulnerable to poisons, but no Bleeding rolls) -50%) from TS:DB p114 and you get [1]. *[2]Injury Tolerance: No Blood looks like another piece of legacy code, if it had been invented in 4th, it would probably be listed under Resistant. Last edited by NineDaysDead; 12-26-2006 at 03:47 PM. |
|
|