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Old 04-15-2020, 02:47 PM   #11
kirbwarrior
 
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Join Date: Jun 2010
Location: Dreamland
Default Re: Modular Powers: a flexible powers/magic system

Quote:
Originally Posted by ericthered View Post
I suppose the 10/slot +10/point value has been enshrined by sorcery, though that feels really high. I suppose I just think that physical only should be +0%, because you can do some really broken stuff with Mental only (it includes skills and languages) and the most obvious uses of Modular abilities are physical.
I generally think of 'pay x10 to have it all' from many places in GURPS (for instance, being able to switch enhancements is x10 the cost, being better at effectively all skills is x10 the cost of a skill, etc). I don't know how much the slot should cost, but 10pts per point you can switch around to anything whatsoever seems fair, even if I don't use that low of cost.

Physical Only being more expensive than "Mental + Skills" does seem odd. I honestly assume its +0% until I go look it up. Honestly, it might even be worse, mental abilities are generally better in most circumstances (even combat if Malediction changes attacks to mental).
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Quote:
Originally Posted by cosmicfish View Post
While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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alternative abilities, modular abilities, powers, powers as magic, sorcery


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