03-05-2018, 09:56 AM | #11 |
Join Date: Aug 2015
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Re: Are Imbuements expensive?
I've always found the reasoning for the existence of that modifier kind of suspect. The whole point of Neutralize is that it's a weapon against a particular type of power, so why does the power get a discount for it existing? Zombies don't get any point break for being vulnerable to Turn Zombie, it's just a 0-point feature.
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03-05-2018, 10:08 AM | #12 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Are Imbuements expensive?
Actually, the thinking on this has evolved a bit. While early 4e sources definitely did use "Can be turned by True Faith" as a 0-point feature, later sources, such as Zombies, have made it a quirk (basically defined as a trivial Dread). And if a zombie's abilities were vulnerable to being dispelled by True Faith, I'd definitely give them the -5% limitation.
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03-05-2018, 10:18 AM | #13 | ||
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Are Imbuements expensive?
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To offer a comparison: Everybody accepts that attack abilities that are affected by armor should cost less than those that bypass all armor; armor is a common countermeasure, and its existence splits the price range of attacks between a high cost for those that just ignore armor and a much lower cost for those that must deal with it. But corrosion attacks cost the same whether their special effect is "acid" or "disintegration," burning attacks cost the same whether their special effect is "fireball" or "heat ray," and so on, which is what GURPS Powers calls a "functional special effect": a description that matters in play but doesn't alter overall capability.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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03-05-2018, 10:23 AM | #14 |
Join Date: Feb 2016
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Re: Are Imbuements expensive?
Of course, if you want Neutralize and Static to apply to every source, you need to give every source without countermeasures an extra -5% discount.
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03-05-2018, 10:34 AM | #15 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Are Imbuements expensive?
The GM can build the world in whatever manner seems pleasing! But all other things being equal, the abilities of powers that have countermeasures should cost less than those of powers that do not. Needless to say, if the GM plans to allow Neutralize, Static, and similar anti-abilities (e.g., Afflictions that target specific powers, or Obscure and Resistant against particular powers), it becomes important to specify what powers are valid targets and to factor that into the power modifier for those powers. This is why freeform power-building is a terrible idea . . . really, powers must be planned from the campaign's outset.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
03-05-2018, 11:23 AM | #16 |
Join Date: Aug 2015
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Re: Are Imbuements expensive?
Hmm. Looks like the way I've been looking at Neutralize et al is a bit different from the design intent - I've been thinking of them as general "category-specific countermeasures" similar to Resistant, while the intent is apparently that they can only interact with abilities specifically classed as Powers. So you can't have, for example, Neutralize(Electronics) because electronics aren't classified as a Power. That about correct?
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03-05-2018, 12:02 PM | #17 | |
Join Date: Dec 2007
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Re: Are Imbuements expensive?
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03-05-2018, 12:32 PM | #18 |
Join Date: Jun 2013
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Re: Are Imbuements expensive?
I’d allow for that if it fit with the (meta)physics of the setting, but if anyone had an ability that was fluffed as using electronics (likely for a Gadget), they’d get a -5% Limitation.
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GURPS Overhaul |
Tags |
imbuements, neutralize (divine), static (chi) |
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