08-12-2015, 01:09 AM | #111 | |
Join Date: Jun 2006
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Re: GURPS Thaumatology: Sorcery
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08-12-2015, 07:26 AM | #112 | |
Join Date: Aug 2008
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Re: GURPS Thaumatology: Sorcery
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I suppose you could do some cludgy, nasty thing with Dominance, too, but so far, canonically, this is how it is done. You can probably treat releasing allies from your control as somewhere between Switchable a feature, since once free, they can attack you. If you want a Sorcery-version of Control Zombie, look at Mind Control (Accessibility, Zombies Only).
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08-12-2015, 07:34 AM | #113 |
Join Date: Aug 2008
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Re: GURPS Thaumatology: Sorcery
Weapon Talent would work out to [15], as a buff, but it'd be pretty inefficient as a weapon buff. I like the idea of a 5-point talent that boosts accuracy and some other related skills, otherwise either 2 points/skill the weapon can be used with (max 5 points) seems reasonable. I just like the idea of a Shaolin Staff giving a bonus to Acrobatics, Judo, Jumping, Karate, and Staff, though. Really comprehensive styles might get a 10-point talent instead. But that's really just a tangent.
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08-12-2015, 11:14 AM | #114 |
Join Date: Aug 2007
Location: Vermont, USA
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Re: GURPS Thaumatology: Sorcery
A one-skill Talent is worth [2/level] (p. B118, B452) and, RAW, is limited to 3 levels. But a 5-point Talent may be better for weapon buffs, since many weapons can be used with more than one skill.
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08-13-2015, 04:03 AM | #115 | ||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Thaumatology: Sorcery
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Personally, I like that better than a flat damage bonus -- since swings do more damage, you really want them getting a better bonus, otherwise it's a smaller relative bonus. But if you want a flat one, it's fairly easy to make a new meta-trait to afflict: Damage Bonus: Striking ST 1 (One Attack, -60%) [2] + Striking ST 1 (One Attack, -60%; Thrust Only, -20%) [1]. 3 points. (Though again, I plan to endorse the simpler "buff with Striking ST" solution as the official one.) Quote:
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08-13-2015, 01:39 PM | #116 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Thaumatology: Sorcery
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The scalability of Allies is sensible for most uses, but troublesome when you want to turn it into a spell. However, there's a precedent for turning Allies into a flat-cost advantage rather than a scalable one -- specifically, per GURPS Zombies, a character worth fewer than 100 points should be treated as 100 points for the purpose of calculating his Allies' point totals. So "Allies calculated at a power level of 100 points" is a reasonable floor, but if we also allow it to be a ceiling, then it flattens the cost of Allies completely. Now, sure, in a high-powered game, that might seem unfair. However, clearly it's equally fair for games ranging from 0 to 200 points, which covers the majority of GURPS games -- and allowing Allies to be turned into an Alternative Ability (usually a dubious proposition at best!) means that you're really just paying 1/5 of its normal cost, which arguably suggests that this is fair up to a 1,000-point game. (It's not perfect logic, but I think it's in the ballpark of logical -- and I'd prefer to err on the side of being less generous rather than more, as Allies are damned cheap.) That would give us a flat conversion of 20 points in the spell (a 5-point Ally, x4 for constantly available) = 100 "Ally points" (AP), or 1 EP = 5 AP. Double the ratio (1 EP = 2.5 AP) for summonable ones. Minimum 1 EP, of course, even for negative-point Allies. So creating a 300-point golem would be the equivalent of enchanting a 60-EP item, while creating a -127-point zombie would be a 1-EP enchantment. Thoughts?
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08-13-2015, 01:43 PM | #117 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Thaumatology: Sorcery
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08-13-2015, 03:13 PM | #118 | |
Join Date: Aug 2004
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Re: GURPS Thaumatology: Sorcery
Quote:
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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08-13-2015, 03:18 PM | #119 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Thaumatology: Sorcery
Nope, after a quick reread I misunderstood you.
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08-14-2015, 12:02 PM | #120 |
Join Date: Aug 2007
Location: Vermont, USA
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Re: GURPS Thaumatology: Sorcery
Just out of curiosity, what was the difference that put Chinese Elemental Powers and Sorcery in the Thaumatology line while Divine Powers goes in the Powers line?
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Tags |
cancellation, powers, thaumatology |
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