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11-06-2014, 08:38 AM | #41 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week (#17): Brachiator; Clinging; Super Climbing
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GURPS does well with giving you the option of running a setting with a realistic tone that contains fantastic elements; technology that may never exist, magic, super powers, etc. It might just be my own warped thinking, but I usually use "realistic" in terms of whether or not a game uses "harsh realism", is like the real world, is "cinematic" (larger than life, but not overtly absurd), to silly (larger than life including the absurd), with varying shades in between.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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11-06-2014, 12:52 PM | #42 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Advantage of the Week (#17): Brachiator; Clinging; Super Climbing
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There are rolls that it's more fun to disregard in cinematic or four-color campaigns; that's what the No Nuisance Rolls perk is for in GURPS Supers. Spider-man repeatedly failing to find a handy building and plummeting multiple stories to the street would make a pretty unsatisfactory supers campaign. There are other rolls that shouldn't even be made in realistic games, because they aren't relevant to the theme of the campaign. For example, people fall down stairs and injure themselves every single day, but I wouldn't ask for a Climbing or even a DX roll, even one with bad consequences only for critical failure, to descend a properly constructed staircase; the resulting visit to the hospital, and perhaps the consequent weeks in a cast or a hospital bed, would just be a distraction. Those two considerations strike me as more than sufficient to just accept that creatures with the ability to run on walls, such as geckos or spiders, aren't going to have to roll to use that ability, even if realistically they do sometimes fall off. Bill Stoddard |
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11-06-2014, 01:46 PM | #43 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: [Basic] Advantage of the Week (#17): Brachiator; Clinging; Super Climbing
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Take for example Spider Man, He can "stand" on the Ceiling however if he want move he when he moves ha has to be careful and goes at half move. But Counterweight and Zero-G can threat the ceiling as of it was the floor because to them it was "down" so could move with at full move, if the feel the fell to the ceiling while the had defined the ceiling as down. |
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11-06-2014, 02:06 PM | #44 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week (#17): Brachiator; Clinging; Super Climbing
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My comment was about how in the initial Basic Set description for Clinging it mentions your character can walk or crawl, but in Powers it says to walk you need a particular Enhancement. I mentioned neither Counterweight nor Zero-G: what are those from? As for half move, that is part of the description in Basic Set. So while this may be obvious to others I am still totally lost. @_@
__________________
My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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11-06-2014, 02:17 PM | #45 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: [Basic] Advantage of the Week (#17): Brachiator; Clinging; Super Climbing
Counterweight and Zero-G are from Power Pack. [during the period Jack had the Gravity power he called himself Counterweight, Zero-G is Alex who normally has that power]
This Difference is Attraction isn't limited to Half-move. They can use any body part to Cling is because the is not different the the ground to them. |
11-06-2014, 02:45 PM | #46 |
Join Date: Feb 2013
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Re: [Basic] Advantage of the Week (#17): Brachiator; Clinging; Super Climbing
Is the psychic muffin your off-the-cuff invention, or has a character sheet been sighted 'round here? I rather like the idea of a muffin that knows I'm thinking of it in an impure fashion.
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11-06-2014, 02:52 PM | #47 | |
Join Date: Nov 2011
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Re: [Basic] Advantage of the Week (#17): Brachiator; Clinging; Super Climbing
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http://forums.sjgames.com/showthread.php?t=31887 |
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11-06-2014, 03:27 PM | #48 |
Join Date: Feb 2013
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Re: [Basic] Advantage of the Week (#17): Brachiator; Clinging; Super Climbing
For the purpose of pricing, how common are magnetic surfaces?
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11-06-2014, 09:39 PM | #49 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Advantage of the Week (#17): Brachiator; Clinging; Super Climbing
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11-07-2014, 07:40 AM | #50 | |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: [Basic] Advantage of the Week (#17): Brachiator; Clinging; Super Climbing
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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Tags |
advantage, advantage of the week, brachiator, clinging, super climbing, [basic] |
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