12-13-2017, 06:26 PM | #21 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Weapon Bond & Signature Gear
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12-13-2017, 07:18 PM | #22 |
Join Date: Aug 2004
Location: MO, U.S.A.
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Re: Weapon Bond & Signature Gear
Unless you have Serendipity.
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Xenophilia is Dr. Who. Plus Lecherous is Jack Harkness.- Anaraxes |
12-13-2017, 07:46 PM | #23 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Weapon Bond & Signature Gear
Well, yes, that's a plausible application of Serendipity. But then you would have paid quite a few points for the privilege of finding just the right sword. You could get a sword for 1 point of Signature Gear, and that seems way too cheap for subverting the basic design of the perk.
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Bill Stoddard I don't think we're in Oz any more. |
12-13-2017, 08:50 PM | #24 | |
Join Date: Aug 2004
Location: MO, U.S.A.
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Re: Weapon Bond & Signature Gear
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On the original idea of getting it back as part of Signature Gear, I would only give you the point back if I as the GM made a screw up of some sort. Odds are very high that you lost the Weapon Bond. Now for DF, if you want a weapon with it after start, I would allow you to spend one of your weeks in town with a Master Armorer to modify a weapon to be a perfect fit for you, spend a point, now you have a Weapon Bond. i.e. any weapon that meets your general requirements can be made to work. Although note that modifying an enchanted weapon is generally a BAD idea. If I was doing a more traditional GURPS game I would add a week or two to the required time to build a new piece of equipment, then spend the point, and now you have a Weapon Bond. i.e It would have to be built for you specifically. Of course in both of the above cases Serendipity could short cut the time factor by having you find the perfect weapon "off the rack". Using time, money, and some skills, like the above mentioned Weapon Connoisseur could also allow you to find the right weapon as well.
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Xenophilia is Dr. Who. Plus Lecherous is Jack Harkness.- Anaraxes |
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12-13-2017, 09:25 PM | #25 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Weapon Bond & Signature Gear
Time, money, and some skills is what I think should be required. Just like needing plastic surgery to raise your appearance in a 21st century campaign. You can spend the point, no problem, but you have to pay for the right to spend it by providing some narrative support.
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Bill Stoddard I don't think we're in Oz any more. |
12-14-2017, 12:31 AM | #26 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Weapon Bond & Signature Gear
Kromm, all of the above 'nonsense' is why as a Player I would never bother with Weapon Bond.
Waste of a point, and then all the bloody hassles some GMs want to tack on top in order just to be able to spend that one point? Not worth it. Just spend 3 more along with it and be as good with all the weapons of that type... |
12-14-2017, 07:24 AM | #27 |
Join Date: Jan 2006
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Re: Weapon Bond & Signature Gear
I think it is also important to allow the PC to adjust to the weapon. A PC should be able to make weapon bond with Axecalibur, if Axecalibur is part of that PC's legend, even if they didn't do a thing to modify it.
In DF I'm focused on cool PCs doing cool things. Weapon bonds are cool. If I make them too much trouble the players will all justifiably take on evileeyore's attitude and I won't see PCs with weapon bonds. Maybe when I do that I'm technically using GURPS wrong, but I think using GURPS to have the most fun possible is using it right. |
12-14-2017, 09:06 AM | #28 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Weapon Bond & Signature Gear
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In my DF game I didn't care that the Scout kept 'trading' up his bow and applying Weapon Bond to the next bow (and reapplying Sig Gear to the next bow as well). I looked at it (those two perks) as "With one of his weapons, he's really good and he'll 'always' have a Bow" and just didn't care about the fiddly parts of those perks. So yeah, in that game every PC had 2 points in Weapon Bond and Sig Gear on a 'primary' weapon, even the Pixie Wizard who never wanted to get into a stick fight if she could avoid it. |
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12-14-2017, 09:35 AM | #29 |
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: Weapon Bond & Signature Gear
Interesting. For me, as a player, I love it when the GM piles on "bloody hassles" like this. The more the better! It's all about building a cool character story, for me, so I like the points to feel like they mean something real in the narrative. The actual dice math is irrelevant if the story leading up to the bonuses is fun. (Note that I'm definitely not saying that my way is the One True Way... never. I enjoy the diversity of perspectives and play-styles.)
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12-14-2017, 09:57 AM | #30 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Weapon Bond & Signature Gear
That's not something you do with Weapon Bond. It's something you do with Signature Gear. In fact it's exactly what Signature Gear was designed to do in the first place.
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Bill Stoddard I don't think we're in Oz any more. |
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