05-03-2016, 09:23 AM | #1 |
Join Date: May 2010
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Balance issues with certain Imbuement skills, along with possible fixes
When I first read Power-Ups 1: Imbuements, it immediately struck me that while most of them were just nice bonuses, a couple were a munchkin's delight. If you're playing an imbuement-based build, using Vampiric Weapon frequently (especially if you have an Energy Reserve you can tap to power your imbuements, then refill with Vampiric Weapon) seems like a no-brainer. And the basic version of Penetrating Weapon is fine, but at high skill levels, moving up an armor divisor step for a mere additional -2 seems too easy.
Similarly, among the defensive imbuements from Pyramid #3/04, Energizing Defense and Vengeful Defense both add a +100% enhancement to your DR, seemingly a little too easily. I'm surprised I can't find more discussion of this on the forum by searching. Is my search-fu failing me? Are there any proposed fixes floating around out there? I'm thinking about doing an Unusual Background tax, something like 10 points for each of Energizing Defense, Vampiric Weapon, and Vengeful Defense, and 5 points per level of Penetrating Weapon above 15. What do people think of that? |
05-03-2016, 10:04 AM | #2 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Balance issues with certain Imbuement skills, along with possible fixes
I'm not seeing anything wrong with them. They all require a skill roll, cost FP, and are subject to your Imbue being hit by countermeasures (in most games).
Defensive Imbuements are also somewhat obvious, unless you're willing to risk their use at 1/2 skill +3. And refilling an ER with Vampiric Weapon requires higher skill than most players will achieve, what with being -5 on top of the penalties to leech at a better rate. I've beaten a player using these Imbuements (PvP is a thing in some games), and it was all too easy to burn through his ER, then his FP. Penetrating Weapon is also wasted ER/FP if you fail your attack roll or if your opponent makes their defense roll. The only time it's even remotely OP is when the GM throws tin cans that rely on high DR to shrug off attacks, and freely AoA because only the guy with a 2-handed axe has a chance of harming them. Also, seriously, charging [9] per level of skill? Just outright ban the skills if you don't like them. The only thing I would be inclined to ban for balance purposes is Efficient Imbuement, since that's effectively +5 skill for [1]. |
05-03-2016, 10:37 AM | #3 |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: Balance issues with certain Imbuement skills, along with possible fixes
We've played with Imbuements in my group and only found balance issues with Imbued ranged attacks, mostly due to the existence of Conic Blast, Multi-shot, Shattershot, and Shockwave. On the defensive side, Vengeful Defense is a bit too good when applied to shields (since there's no limit on the damage a shield can stop), but fair when applied to armor.
I think the Imbue advantage is already supposed to be the UB that opens up Imbuements of the appropriate power levels, so I wouldn't go the UB route. Instead, I would restrict access to Imbuements you don't want to see. A few house rules/tweaks that can help: --never allow Multi-shot to be combined with Conic Blast, Shattershot or Shockwave (this may already be RAW somewhere, but it's not stated in PU1) --a universal "Imbuements" Talent should cost [10/level]: if you allow a [5/level] Talent for Imbuements, restrict it to a small number of related Imbuement skills (Eldritch Talent in DF is quite unbalancing in the hands of a munchkin) --make failed rolls on Imbuements cost energy (like failed spellcasting attempts), and make critical failures cost 2 energy and result in some kind of negative side effect (like critical spell failures) --limit the number of Imbuements that can be applied to a single attack, or the total number of times one can Imbue within a single second |
05-03-2016, 11:27 AM | #4 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Balance issues with certain Imbuement skills, along with possible fixes
Failed skill rolls on Imbuements already cost 1 FP, and critical failures already cost 2 FP. There's no horrible backfire, but, the loss of 2 FP for no effect is bad for your survival in combat.
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05-03-2016, 11:41 AM | #5 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Balance issues with certain Imbuement skills, along with possible fixes
My main issue with Imbuements is no real "Under the Hood" info on building new ones. Any attempt at reverse engineering has come up with different math for different ones.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
05-03-2016, 11:43 AM | #6 | ||||||
Join Date: May 2010
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Re: Balance issues with certain Imbuement skills, along with possible fixes
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05-03-2016, 11:58 AM | #7 |
Join Date: May 2010
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Re: Balance issues with certain Imbuement skills, along with possible fixes
This is definitely true. But for many imbuements, there's at least an approximate pattern—the level 3 imbuements tend to do stuff that's approximately as valuable as adding +50% in enhancements, with each additional -1 adding an additional +10% in enhancements. The imbuements I singled out in the OP conspicuously depart from this pattern.
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05-03-2016, 12:00 PM | #8 | |||||
Join Date: May 2013
Location: Ellicott City, MD
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Re: Balance issues with certain Imbuement skills, along with possible fixes
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Raising your skill caps canonically costs a perk. [1] to increase the cap of all Paths is basically nothing. |
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05-03-2016, 12:05 PM | #9 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Balance issues with certain Imbuement skills, along with possible fixes
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Lets say your building Angel Runes from the series Shadowhunters. They have lots of Runes but Imbuements seem to be the best overall fit, other then MA. So you have a Rune skill that acts as a skill cap like Thaumatology does for RPM. High point games will still allow high skill but its more manageable in medium level games. Also ties things together.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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05-03-2016, 01:38 PM | #10 | ||
Join Date: Jun 2013
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Re: Balance issues with certain Imbuement skills, along with possible fixes
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RPM actually has two caps - the Magery-based one that you can raise with a Perk, and a Thaumatology-based one that, to my knowledge, cannot be circumvented. Thus, each level of Path skill above 12 does indeed cost around [9]/level. |
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