04-04-2014, 08:26 PM | #41 | ||||||||
Join Date: Dec 2007
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Re: Detect - why does it cost more to detect the common?
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"So don't do that." If there's a cheaper way to do something, nothing obligates you to use a more expensive approach. Mechanics already exist for detecting spirits. There's no need to use Detect for that, unless you want the analysis capability. And with a sufficiently trivial ability like "can tell when someone's a sports fan" it's an appropriate candidate for perkdom. (Note that if you DID get Detect Sports Fan, it would be able able to do things like detecting invisible sports fans or stadiums full of sports fans from miles away. Quote:
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04-04-2014, 08:33 PM | #42 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Detect - why does it cost more to detect the common?
One thing that may have been overlooked here.
Medium does not let youfindspirits only talk to or call them. |
04-04-2014, 09:08 PM | #43 | |
Banned
Join Date: Mar 2005
Location: Athens, GA
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Re: Detect - why does it cost more to detect the common?
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If you really want to know, I'm having this discussion because I had a tooth cut out yesterday and I'm swimming in milk of the poppy. The medical clinic I go to never prescribes narcotics, even for kidney stones, but my dentist hands them out like candy. Go figure. I was referring to Unusual Background. In 3e, if you wanted to play someone with blue skin on modern day Earth, it would cost you 15pts Unusual Background, because it was *rare*. It was my understanding that in 4e, traits are valued solely on how much they benefit/inhibit the character and that UB is dead and gone. Thus I can't understand why Detect (Mold) would cost 20pts. It's everywhere, but we never see it. But Detecting it is useless. I would base the price range on the utility, value or danger of the thing being detected. Detect (Mold), Useless [5] and Detect (Gunpowder), Lifesaving [30]. Detect (Gold) Very Valuable, [30], Detect (Noble Gas), Harmless [5]. Does that make sense? I'm not expecting for every trait to have a relative utility based price, but I can expect a practical basis for the levels of the same trait. The alternative is something like this: of the 5 species of incorporeal intelligences living on Earth, the Abyssans outnumber the others 9999 to 1. The Abyssans live in the Marianas Trench and never leave. The Ghosts of Yis are the rarest, but they all live in New York City. Bobby lives in NYC and pays 30pts for Detect (Abyssan), because they are Common, despite the fact that he will never see one, while his buddy Mike pays 5pts for Detect (Ghosts of Yis), because they are Rare, even though he is actually quite likely to see one. Or did I misclassify? Are the Ghosts of Yis the most common kind of Reptilian Intelligence? Or would that only be an issue if Betty Sue took Detect (Reptoid)? You see, how common a given thing is isn't based on how much of your personal conceptual universe it occupies, except to *you*. I don't have a map of that universe (or was it in the Errata?) so I can only go with the obvious. In essence, this is already how Weakness works - Common=Dangerous. No sensible GM would allow a PC to have Weakness, Very Common to something he would never encounter, no matter what percentage of the Natural Category it represented. Beetles are by far the most common insects, but I would never allow a Very Common Weakness to beetles on Luna or Atlantis. Yes, I tend to dig into to thing and not know when to let go. It's a problem, and it cost me grad school. But it's the internets, and the godz of the interwebs like bulldog minded snark beasts more than the God of Earth likes beetles. Peace. Last edited by tantric; 04-05-2014 at 12:45 AM. |
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04-05-2014, 12:43 AM | #44 | ||||
Join Date: Mar 2010
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Re: Detect - why does it cost more to detect the common?
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That the information it provides is mostly useless in action-adventure contexts, I agree. Which is why the GM should tell the player asking to have the supernatural ability to detect and differentiate mold that it won't ever come up in-game and that they either aren't permitted to take it or that they are permitted to take it but its' wasted points. (Or the GM can house-rule the cost of Detect (Mold) to whatever the GM feels its' actually worth.) Quote:
Sounds like a nice house-rule. Quote:
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04-05-2014, 12:49 AM | #45 | |
Join Date: Mar 2013
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Re: Detect - why does it cost more to detect the common?
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04-05-2014, 01:08 AM | #46 |
Banned
Join Date: Mar 2005
Location: Athens, GA
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Re: Detect - why does it cost more to detect the common?
That's my point: is Mold the most common fungus, or a Rare non-animal? There's no way to judge that fairly. On the other hand, I can very quantitatively measure how commonly I encounter mold. In the RAW, if Detect(Insects) is Very Common, Detect(Mosquitoes) is Rare, while if Detect(Possible Parasite Vectors) is Very Common (including zoonotics), then Detect(Mosquitoes) is only Common. Which is it? I propose that a)Detect(Mosquitoes) is Common because I see them everyday or Detect(Mosquitoes) is Basically Useless, because there are very few mosquito born illnesses in NA. Both would cost 5pts. Detect(Deadly Pathogens) would be Lifesaving and cost 30pts, as would Detect(U-235), Very Rare.
This started because I wanted Detect(Spirits) that works on incorporeal and embodied spirits, which I assumed to be Common. Now I have no idea - to what set do souls belong? I needed to have Detect(Souls), Detect(Alien Spirits), Detect(Nature Spirits), Detect(Incorporeal Beings), Detect(Witches) and Detect(Ancestral Spirits). How do I decide that? What are the categories? Last edited by tantric; 04-05-2014 at 01:34 AM. |
04-05-2014, 01:20 AM | #47 | |
Join Date: Mar 2010
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Re: Detect - why does it cost more to detect the common?
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Detect (All Life or All Minerals; Very Common) > Detect (Parasite Vectors; Common) > Detect (Mosquitoes; Occasional) > Detect (Single Mosquito Species; Rare). Detect (Mosquitoes) is Occasional. Sounds like an interesting house-rule. Are you going to be writing it up in detail for us to look at once the idea solidifies and you've playtested it some? |
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04-05-2014, 01:40 AM | #48 | ||||
Join Date: Dec 2007
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Re: Detect - why does it cost more to detect the common?
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04-05-2014, 02:19 AM | #49 |
Join Date: Apr 2005
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Re: Detect - why does it cost more to detect the common?
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04-05-2014, 03:27 AM | #50 |
Banned
Join Date: Mar 2005
Location: Athens, GA
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Re: Detect - why does it cost more to detect the common?
Okay, I'm going to take a deep breath (and another pill) and start over.
Why does Detect (Gold), Vague -50% cost 3pts while Detect (Rocks), Vague -50% costs 15pts? Note that according to Kromm, Vague turns off the analysis. As he explained, with the analysis, you could detect gold or silver or iron or granite all with one detect, which would obviously be more costly than the ability to detect each type of rock individually. That makes sense. It's not the ability that doesn't make sense, it's the Vague limitation. Hint: the answer is not 1)because that is what the book says or 2)gold is rarer than rocks. I've read the book, and I know about precious metals. I'm trying to understand why this advantage is structured the way it is, rather than some other way. It clearly could be structured so that the rarity is relative, or some other metric could be used (GURPS uses some highly subjective metrcis). The correct answer should resemble "becauseit improves game play in such a manner" or "because this way is better than these other ways because of so and so" Last edited by tantric; 04-05-2014 at 03:34 AM. |
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