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Old 11-28-2014, 04:52 AM   #121
NineDaysDead
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Default Re: Detect - why does it cost more to detect the common?

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Originally Posted by vicky_molokh View Post
Why to IQ2 or less?
IQ 2 or less, or 10 levels, whichever comes first. IQ 2 or less because then the detector can't roll.
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Old 11-28-2014, 06:28 AM   #122
Peter Knutsen
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Default Re: Detect - why does it cost more to detect the common?

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Originally Posted by vicky_molokh View Post
It's a limitation that got expanded in Supers, just like Reliable got in Powers.
Yup. That's the reason I consider GURPS Supers the 4th core book. It has a few things that expand GURPS in a general sense rather than in a sense that's only useful for Supers genre play.
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Old 11-28-2014, 06:32 AM   #123
Peter Knutsen
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Default Re: Detect - why does it cost more to detect the common?

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Originally Posted by the_matrix_walker View Post
I have always assumed you could look past known sources, but it appears the Advantage description includes no such proviso.

I will continue to keep using it as though it did as a house rule as I do think it is the intent, but it's easy enough to add Selective Effect in games with GM's who don't agree.
Most GMs who balk at a player desiring that usage of Detect should be mollified by the player being willing to buy a +10% or even +15% Enchantment.

GMs who still balk should be forcibly pulled out from behind the GM's screen.

It's not a big deal, either way (Detect ending up costing a few points more). It just shows that there are cases where players and GMs need to make sure they're on the same wavelength, because the GURPS RAW is less well defined than one could desire. And of course those who can worldbuild will decide such things in advance of the character creation phase.
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