08-19-2012, 09:58 AM | #81 | |
Join Date: Sep 2004
Location: Canada
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Re: [DF] Summoned allies questions:
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Give the character a chance to bring the Ally along to begin with, rather than basically ensuring that most exciting things that would call for an Ally also make the advantage impossible to use by leaving you out of contact with said Ally.
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08-19-2012, 09:37 PM | #82 | ||
Join Date: Aug 2010
Location: MI
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Re: [DF] Summoned allies questions:
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I always assumed it was a 3 part reason: A) Planning Benefit for Player and GM B) The same table is used for Allies, Contracts, Enemies, Patrons and Dependents, See A. C) It usually makes sense - in a standard (non-summonable) Ally (and Dependent) to to know if he's able to come on the Adventure before setting off to the Crypt of Creepiness. If I ask my brother to go on raiding a tomb with me, I expect to meet up before we dive into the entrance - if I see my brother offering to help me out when I'm days into the Illusionists lair, he can expect to get poked by a meteoric dagger at the very least! There are time when it makes sense, especially for contacts and urban adventures, but that's generally, see A - the GM can know before you even decide to call in a favor if it will work and plan accordingly.
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08-19-2012, 09:56 PM | #83 |
Banned
Join Date: Apr 2008
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Re: [DF] Summoned allies questions:
Um ... okay, this thread has undergone some peculiar gyrations.
What is the final result of the discussion about how often you can summon a summonable ally? |
08-20-2012, 12:01 AM | #84 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [DF] Summoned allies questions:
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"Classic" summonable allies can only be summoned once per adventure. If you fail the roll you can wait a day and try again, but once summoned that's it. |
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08-20-2012, 05:02 AM | #85 |
Banned
Join Date: Apr 2008
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Re: [DF] Summoned allies questions:
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08-20-2012, 05:36 AM | #86 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [DF] Summoned allies questions:
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It basically means that with a, say, 9 FoA, you can get your ally to show up for the adventure, eventually, after several days of rerolls, even if you're in the middle of Mordor. And stays with you until sent back, or the adventure ends. |
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08-20-2012, 06:02 AM | #87 | |
Banned
Join Date: Apr 2008
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Re: [DF] Summoned allies questions:
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Is this rule only for DF, maybe, and in other GURPS it works the normal way? Last edited by Figleaf23; 08-20-2012 at 06:08 AM. |
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08-20-2012, 07:43 AM | #88 | |||
Join Date: Sep 2004
Location: Canada
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Re: [DF] Summoned allies questions:
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Take a Summonable ally (in order to be able to stow or recall it) with Constantly for your frequency of appearance (so its always available and you never have to roll and therefore can never fail and have a 24 hour cooldown period). At this point you can make the imp come and go for a concentrate action with no risk of failure, as many times as you like, for a duration of 1 minute. Apply Extended Duration to suit, +150% will make the imp permanent until dismissed, exorcised, dispelled, whatever. Quote:
Having it just be better for no extra cost is certainly an option for a GM, just like houseruling anything to suit his campaign is an option for the GM.
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08-20-2012, 08:24 AM | #89 | ||
Banned
Join Date: Apr 2008
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Re: [DF] Summoned allies questions:
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08-20-2012, 08:56 AM | #90 | ||
Join Date: Sep 2004
Location: Canada
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Re: [DF] Summoned allies questions:
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If you're asking how to build it based on the Classic model only, the answer is "you can't without making up a bunch of stuff, which is why another approach was needed, so Kromm made up a bunch of stuff". Which will probably make their way into print eventually. Classically, Summonable doesn't change anything about how Ally works except by giving you a special way to get the Ally to show up and quickly "go away" - modifiers change nothing but what is stated in their description after all. So on the Classical model, the Ally hangs around for "the adventure", and if you wiff the Frequency of Appearance Roll, it's just plain not around until the end of "the adventure". The Conjuration variant adds an additional change, in that your Ally can be somewhat disposable, but doesn't come with automatic good feelings (needing a reaction roll and negotiations). This is a net 0% change from Summonable. Ally does NOT explain what happens when you send an Ally home early at all - Summonable or not, Conjuration or not, no text anywhere explains it. Rules limbo. But without Summonable, he has to do it using only abilities on his character sheet, and he'll be at risk if travelling through a dangerous region (as usual). Kromm has given a ruling on that, which, as you seem prefer a RAW-only game style, you'll have trouble using. But that leaves you with a big hole in how Ally works - you can take Kromm's ruling, make your own, or just forbid Ally until a patch goes into print somewhere that you'll accept as authoritative. You can complain that this isn't in the text as written and submit it as errata. But complaining that it hasn't been addressed at all, when it's just been addressed by making up rules - as it required rules to be made up - is a bit obnoxious.
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