07-28-2017, 07:24 PM | #11 | |||||
Join Date: Aug 2015
Location: Everywhere and Nowhere
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Re: I have a query about imbuements. Of the Defensive kind.
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07-28-2017, 07:44 PM | #12 | |||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: I have a query about imbuements. Of the Defensive kind.
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Of course, all that is a lot of bookkeeping, and, as you've observed, the character who can do that easily is paying for the privilege, buying both skills up. So you could just merge the pools. I'd allow the higher cap to apply, as well. I doubt it would break much to do so. Quote:
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07-29-2017, 01:40 AM | #13 | |||
Join Date: Aug 2015
Location: Everywhere and Nowhere
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Re: I have a query about imbuements. Of the Defensive kind.
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Granted, a skill 25 EngDef character is infinitely more useful skill wise and what he can do with it. It's just that level of skill is probably around some 40-50cp just in that one skill. I'm trying to see if this particular Imbuement is useable for lower skill characters. As a "starter" imbuement so to speak. Quote:
When one allocates the points. Say for example, a Cap Cup size of 8, buys HP above max at 2 pts a level. And spends all 8cp he earned that way. Is that all that he can do? Or is his "cup" considered empty again? Letting him continue absorbing like normal? Say he blocks another attack and gets another 8 cp in his cup. Is it already full of those that he allocated? Or are those allocated Cp set aside (as the HPup in this example) and his cup emptied for him to start filling again? Quote:
As an off handed question, could you say the Maximum size of your cppool be your Dr+half your skill? How many things would that break? It seems to me that it would make lower skill users less super wimpy, while at the same time make super high skill users still not effecting them much. For example Light chain mail giving 3/1*, and skill 16 with EngDef giving Cap pool size 8, that would make the pool only 8+3. Or 11. Similarly a light chain mail on a high skill EngDef of say skill 20, having a cap skill of 10+3 or 13. |
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07-29-2017, 09:43 AM | #14 | ||||||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: I have a query about imbuements. Of the Defensive kind.
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07-29-2017, 10:08 AM | #15 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: I have a query about imbuements. Of the Defensive kind.
My main problem with Imbuements is there is no clear design or Under The Hood system for making new ones. If there is I haven't been able to figure it out.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
07-29-2017, 11:06 AM | #16 | |
Join Date: Aug 2015
Location: Everywhere and Nowhere
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Re: I have a query about imbuements. Of the Defensive kind.
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I appreciate it kindly. |
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07-29-2017, 11:11 AM | #17 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: I have a query about imbuements. Of the Defensive kind.
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If you want some rules of thumb, when I was building Defensive Imbuements, I roughly figured that Imbue 1 imbuements were those that either allowed you to affect opponents who were otherwise difficult but had no special bonuses once you could hit them (so, Ghostly Weapon and Spiritual Defense), affected a fairly limited target set (Toxic Strike, for example, limits your damage to only living creatures, and doesn't really do more damage to them, mostly, while Rigid Armor protects against blunt trauma only, which is a pretty limited set of damage), or has a pretty narrow effect that won't generally directly harm the target (Stealthy Attack or Traumatic Attack, which both don't enhance damage at all, just make it, respectively, harder to see the attack or double knockback, or Expand Armor, which just lets you apply DR from one part of the body to another part). Imbue 2 is the realm of skills that add a significant benefit to your weapon or armor that isn't extra damage (Annihilating Weapon, for example, lets you damage people parrying you or who you parry, while Blinding Defense lets you blind people who attack you), and most effects that convert your damage to another type that's useful against most targets (Burning, Cutting, Fatiguing, and Piercing Strikes). Imbue 3 is for skills that significantly increase your damage potential (such as Conic Blast that lets you hit multiple targets, Continuing Attack that lets you repeat damage, and so forth), significantly increasing your defenses against a damage type (all the Defensive Imbuement skills that improve DR against a specific damage type fall into Imbue 3), allowing you to extend your defense to others (Widen Shield), or extremely flexible skills that let you choose the effects you have on targets (Drugged or Envenomed Weapon). For modifiers to a skill, again, it's a bit fuzzy, but a reasonable rule of thumb is -1 to skill for each +10% enhancement it suggests. In some cases, you do need to tweak this to make it a reasonable progression. For example, Continuing Attack imposes a flat -2 per improvement in the time delay between cycles. Simply applying the "-1 = +10%" rule would suggest that it should be -1 for 1 hour, an additional -2 for a minute, another -1 for ten seconds, and then a final -5 for one second. But that's complex and annoying. But if you average the enhancement value for those different levels of Cyclic, you actually get a number close to +20%, which meshes nicely with the -2 per level that Imbuements actually uses. |
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07-29-2017, 11:12 AM | #18 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: I have a query about imbuements. Of the Defensive kind.
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07-29-2017, 11:35 AM | #19 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: I have a query about imbuements. Of the Defensive kind.
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I can usually wrinkle out how a power is made... but Imbuements feel very much to be "We felt these prices were correct". |
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dungeon fanasy, imbuements, powers, pyramid, pyramid 3/36 |
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