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#1 |
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Join Date: Aug 2004
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In 3rd edition, the 'No Concentration' enancement was replaced with Reduced Time.
Nothing stated to that effect i saw after looking at Tk, REduced Time and TK again in Powers and no such enhancement in Supers. Telekinesis specifically requires concentration on anyturn it's used. Concentrate on something else while levitating and depending on the GM you may stop movi9ng the way a person using the Apportation spell or he may say it ends and you F A L L Splat. Now the Independence Enhancement from Illusion ends prolonged concentration, but it also lets you install programmed responses such as 'Catch any gems that fall out of the bag being carried and put them back inside it.' How would you price an enhancement that rids the concentration requirement? And one that requires concentration to activate but no further impediment on the power's use? If independence works, what sort of discount to drop the programable part?
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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#3 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Yep. Probably the only way to be sure, and with a fixed price regardless of the TK level.
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#4 |
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Join Date: Aug 2004
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I apologize for removing the context of your full statement, but... those particular words seem to be somewhat of a GURPS blaspheme. There is AlWAYS another way to do something in GURPS!
;)
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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#5 |
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Join Date: Jul 2005
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And even with compartmentalized mind for telekinesis, you are still having to concentrate (with your cm) at the beginning of your turn and the ability working at the end. To me that makes TK parries impossible.
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If x is more 'fun', it should cost more, because that's the real medium of value in an RPG. |
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#6 | |
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Join Date: Aug 2004
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Quote:
But once an ability is in use I see nothing prohibiting it continuing. The Concentration is required to maintain the Trait. There is nothing specifying that action A must end to do Action B. Turn X: Use TK to levitate. Turn X+1 maintain TK. unless you change course ou continue at the speed and direction set. You may attack OR defend. It's as if TK punches were unbalanced weapons.
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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#7 |
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Join Date: Oct 2004
Location: Beaverton, Oregon
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Whatever happened to TK being as "easy as walking"? You don't have to concentrate or any of the hooey to walk.
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#8 |
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Neo
Join Date: Jun 2005
Location: Bristol
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What you want is Reflexive @40% see Powers p109.
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You know I am a socialist http://www.swp.org.uk/where.php http://www.swp.org.uk/about.php http://www.swp.org.uk/international.php I thought I have some links to hand ;P |
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#9 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Quote:
Once your CM initiates your TK, your TK has a standard right to a Parry or Block. What does this have to do with turn start/end? And with "one standard...", for that matter? |
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#10 |
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Join Date: Aug 2004
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Does it have a standard parry? The text says "One standard action." (Emphasis Rules). So it's less a standard right to a Parry than a prilige which is revoked if you use TK that run for anything else. My guess is that the word 'one" could be clarified, but RAW wise right now...
__________________
...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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