04-20-2013, 01:12 PM | #11 |
Join Date: May 2008
Location: CA
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Re: (RPM) Giving yourself options in combat
Harry's a very high-point-value character; it shouldn't be too surprising that some of his abilities are likewise expensive.
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04-20-2013, 01:20 PM | #12 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: (RPM) Giving yourself options in combat
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Other WIZARDS have them in the series. We don't see many sorcerers in combat though, and many of those aren't human and so just take or dodge the damage rather than using shield. The shields all seem to be unique though.
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04-20-2013, 01:29 PM | #13 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: (RPM) Giving yourself options in combat
Quote:
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04-20-2013, 01:55 PM | #14 | |
Join Date: Dec 2010
Location: Wormtooth Nation
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Re: (RPM) Giving yourself options in combat
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The shields exist to support a limited version of the "Guns Are Worthless" trope. In real life, and in GURPS there is a huge disparity between the cost of an assault rifle and the cost to resist an assault rifle. To address this, all the important characters have some variant of bullet resistance. For the squishy "human" wizard characters, this means magic shields, which are more expensive in RPM then you can really do without increasing the cost of the "Wizard" template. Last edited by Engurrand; 04-20-2013 at 01:57 PM. Reason: added hyperlink |
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04-20-2013, 02:07 PM | #15 | |||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: (RPM) Giving yourself options in combat
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Quote:
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04-20-2013, 02:27 PM | #16 | |
Join Date: Dec 2010
Location: Wormtooth Nation
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Re: (RPM) Giving yourself options in combat
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Lol! It's not really madness though, if you're talking about using RPM as a prereq for purchasing gadget limited powers, permanently, with CP. Such powers could logically run on RPM energy when normal "fp or er" costs would apply. 1 RPM energy counts as 3 FP for such purposes would be powerful. I'd invert it - 3 RPM energy per 1 FP. The HP and FP sacrifice ratio seems odd to me. Why so steep? An ordinary person gets about 3 energy for doing 6 HP of damage to a limb? 3 Energy seems rather low for lopping off a hand! I concur. Though my GM gave no such consideration, so I'm left seeking to hack it with existing CP. |
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04-20-2013, 02:31 PM | #17 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: (RPM) Giving yourself options in combat
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How much is your budget? What rules are being used? Can I help?
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04-20-2013, 03:05 PM | #18 | |
Join Date: Dec 2010
Location: Wormtooth Nation
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Re: (RPM) Giving yourself options in combat
Quote:
I appreciate the offer of assistance. We're basically using Monster Hunters as written, with Dresdenverse lenses. Wizards are the Witch template, which is pretty close to perfect. The problem is minor: there are plenty of ways to use RPM to make your character tougher - tougher to hit, better at dodging, heck, you can give yourself eyes in the back of your head. But the shield bracelet offers a challenge. It's too expensive as an advantage, and too costly as a spell, but only because force field DR with area of effect is hella expensive. It's plenty possible to give yourself tons of tough skin DR. |
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04-20-2013, 03:19 PM | #19 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: (RPM) Giving yourself options in combat
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:-) Quote:
Shield Spell Effects: Greater Control Energy. Inherent Modifiers: Altered Traits, Defense Bonus Meta-trait or Altered Traits, Damage Resistance. Greater Effects: 1 (x3). This spell conjures an invisible shield of energy that protects the subject by moving itself when he is attacked. This can be cast to deflect or defend. When deflecting it gives the subject a +1 bonus to all Active Defenses which also stacks with other such bonuses such as those from mundane shields. When cast as a defending spell this gives you DR of 6. Both of these only protect from frontal attacks. This spell is often cast as a charm or as a Blocking spell. Typical Casting: Greater Control Energy (5) + Altered Traits, Defense Meta-trait 1 (Directional, Front, -20%) (24) or Altered Traits, Damage Resistance 6 (Directional, Front, -20%; Force Field, +20%; Limited, Physical, -20%) (24). 77 energy (29 x 3).
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04-20-2013, 03:45 PM | #20 | |
Join Date: May 2008
Location: CA
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Re: (RPM) Giving yourself options in combat
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Energy Reserve (RPM; Costs 2+ HP, -20%, One Use Only, x1/5) [0.5/level]. EDIT: Make it Costs 7+ HP and it'd be [0.2/level], meaning you'd gain x5 the disadvantage price in energy. I like this multiplier better than either of the other two mentioned here, I think. You accept the disadvantage, which reduce your CP total by so much, and then buy an equivalent amount of energy, which you then immediately use. Alternatively, it should be 25 energy per point the disadvantage is worth, based upon the '25 energy = 1 CP' equivalency. (Note that this means if you're willing to go permanently blind, then you can gain 1250 energy for one hella-powerful casting). Either way, when taking on a permanent disadvantage like that you should get *way* more energy back than just the amount gained from the pure HP donation. Last edited by Langy; 04-20-2013 at 03:49 PM. |
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clarification, combat, gadgets, innate attack, rpm |
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