06-05-2009, 05:16 AM | #1 |
Join Date: Mar 2008
Location: The Kingdom of Insignificance
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Do I actually need [POWERS]?
I have been musing on working out mechanics for expending Fatigue for a short term advantage, say sprinting fast, or being able to dig through rock. This morn it occured to me that this could be one of the ways that Powers operate in GURPS. Is this so?
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It's all very well to be told to act my age, but I've never been this old before... |
06-05-2009, 05:28 AM | #2 |
Join Date: Sep 2004
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Re: Do I actually need [POWERS]?
Eeeeehh... No, you don't need it, in that it's not vital to the game. But it is very good, and very useful to have. It will show you ways to use existing advantages in ways you'd never have considered before, and has a lot of options for making power use more interesting.
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06-05-2009, 05:29 AM | #3 |
Join Date: Jun 2007
Location: Brazil
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Re: Do I actually need [POWERS]?
Not sure if I undestand what you want.
If you wanna a advantage to sprint faster, buy enhaced move. To dig throught rock you can buy tunnel. What did you mean with POWERS? The book? All advantages above are in the Basic Set, Powers enhance the way you can set special abilities in your game with more traits, enhacements, limitations and game options.
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GigaNERDs
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06-05-2009, 06:25 AM | #4 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Do I actually need [POWERS]?
In response to your original question, well, you don't need Powers for that - it's just a matter of tacking the Costs Fatigue limitation onto the advantages you want to, well, cost fatigue.
However, on your more general question, my opinion would be "Yes, yes you do". At least, if you're planning on building supernatural abilities for your campaign. Between Chapters 2 (Building Abilities) and 4 (Powers In Action), you'll have 95% of the tools you will need to model such abilities in your game. Frankly, I'd be happy to pay Powers' cover price for those two chapters alone. The fact that there are four other chapters, all extremely useful, is just gravy. Powers, as far as I'm concerned, is Basic Set Volume 3. |
06-05-2009, 07:26 AM | #5 |
Join Date: May 2009
Location: WA
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Re: Do I actually need [POWERS]?
i think that you'd be better off mugging a very old or very young person for a copy of the book instead of buying it yourself. IMHO
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06-05-2009, 07:43 AM | #6 | |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Do I actually need [POWERS]?
Quote:
2) Dear gods, no. You most definitely do not need Powers. Powers is a good book if you really want to massively fine-tune a huge range of advantages and disads for your campaigns, but it is not I repeat not necessary, any more than the equally detailed Vehicles was necessary for 3rd edition games.
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06-05-2009, 07:55 AM | #7 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Do I actually need [POWERS]?
I'd think you could do a lot of this just with the Extra Effort rules in the Campaigns books. Have you examined them closely to see if they address what you want?
Bill Stoddard |
06-05-2009, 08:16 AM | #8 |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Do I actually need [POWERS]?
GURPS Powers is entirely optional, and not at all needed.
That being said, it's so utterly awesome that upon reading it you will realize that it fills a hole in your gaming which you never realized that it was there before. It's that good.
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06-05-2009, 02:00 PM | #9 |
Join Date: Dec 2006
Location: Houston
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Re: Do I actually need [POWERS]?
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06-05-2009, 02:27 PM | #10 | |
Join Date: Jan 2008
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Re: Do I actually need [POWERS]?
Quote:
-Max |
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