07-29-2014, 06:27 AM | #1 |
Join Date: Jan 2005
Location: Neverland
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Temporary Advantages
Hi guys. For our upcoming game, we are trying to emulate some "feats" from Pathfinder (yes, I know, yada yada we should not try to readly translate the other games mechanics in Gurps mechanics, but some things are too fun to be left out), and one of the things that are bugging us is how to make a limitation that lets an advantage being used only during one attack, something like this:
Power Attack: Striking ST +4 (costs fatigue -5%, hard to use -5%, limited duration: one attack -X%). How should us price it? Thanks! |
07-29-2014, 06:33 AM | #2 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Temporary Advantages
Maximum Duration (1 second) -75% (Powers p.111)? However, that makes it into an 'encounter power', it can only be activated once every 5 minutes.
Otherwise, I would double the modification for activating the power. Normally it would last 1 minute, but having to pay the price every time you use it... double the discount is probably fair.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
07-29-2014, 07:01 AM | #3 |
Join Date: Sep 2007
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Re: Temporary Advantages
The Pathfinder Power Attack can be used on every attack, if desired. Certainly, you only roll one at a time. But it's not a 1/day sort of power. Emulating that feat wouldn't call for any duration limitation. It's just an ability you can choose to use or not.
There's also no fatigue cost on PF. The reason you might not always use PA is the penalty to hit. http://www.d20pfsrd.com/feats/combat...combat---final For GURPS, rather than create an ability, I'd probably houserule a new Maneuver. For comparison, Committed Attack gives you a penalty to defense in exchange for bonus damage. But here, we want a penalty to attack in exchange for bonus damage. Say, take -2 to hit / +1 damage, or -4 hit / +2 damage, with no effect on active defenses. |
07-29-2014, 07:09 AM | #4 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Temporary Advantages
I'm Anders and I endorse this solution.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
07-29-2014, 07:14 AM | #5 |
Join Date: Jan 2005
Location: Neverland
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Re: Temporary Advantages
Yes, Anaraxis, maybe power attack was not the best choice to sample here, but we are making "power maneuvers" that are sort of encounter power, but on Pathfinder, the explanation is that it is taxing for the user, thats why we chose to use "costs fatigue" in GURPs.
Anders, what should I double, the fatigue cost "discount"? (-10% per fatigue point instead of -5%?). Thanks again! |
07-29-2014, 07:19 AM | #6 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Temporary Advantages
Quote:
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
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07-29-2014, 08:28 AM | #7 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Temporary Advantages
Quote:
If you want genuine minor powers, check out some of the options from DF Power-Ups. If you're looking for a system of "encounter powers" as a resource that the heroes need to manage, consider the -75% rule that Anders suggested. I don't know how you'd build daily powers. Though I think in both cases, a fatigue system is more appropriate to GURPS as it better takes advantage of how the system works. Let me expand the general advice against converting mechanics into GURPS. Games exist in a certain mechanical context. They balance on certain strategic points and focus on certain elements. D&D tends to center around a certain economy of actions, power-based resource management (at least 4e. I'm less familiar with other editions, though spells certainly work this way in all editions), and spatial manipulation. GURPS also centers on certain mechanical considerations, but it makes more use of time as a mechanic, it's far less abstract, is far more granular, and has a completely different set of resource management tools (mostly FP). The best way to "convert" something from D&D to GURPS is to understand what about the game mechanics you find "fun." I'll help you: Fun gameplay tends to involve interesting choices and evolving emergence of play. A good D&D game not only involves the interesting choice of what power to use when (because you can only use it once!), but the powers also typically inflict lasting consequences that reshape the battlefield. When you're looking at that interplay, pick out what you like, and find a way to get similar fun in GURPS. If that seems too difficult for you, I return you to your previously stated "don't convert between systems" advice. Just grab DF and don't look back.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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07-29-2014, 08:31 AM | #8 | ||
Join Date: Oct 2007
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Re: Temporary Advantages
Quote:
Quote:
Last edited by WingedKagouti; 07-29-2014 at 08:40 AM. |
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07-29-2014, 08:49 AM | #9 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Temporary Advantages
Useable 1/day?
Well, I'll be damned. I now officially pronounce myself Genius! :) (I've probably read that and forgotten all about it).
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
08-15-2014, 02:55 PM | #10 |
Join Date: Jan 2005
Location: Neverland
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Re: Temporary Advantages
Sorry to ressurect this topic, but I guess it's better than creating another topic.
I have yet another question about powers, this time Afflictions: One bard in our group want to have the ability to "Inspire Courage" on one fellow delver, and we tried to build it as follow: Affliction 1 (Advantage: fearleness 2 +40%, hearing-based +150%, bard-song -30%, takes extra time - 1 second -10%) [25]. The cost seems a little too high, but this is another topic. With this affliction he can give the advantage to one target at 100 yards, right? Even with hearing-based, does he still needs to "hit"? What about the duration, that is stated as minutes x margin of failure, can the target simply chose to fail? What will be the margin that way? Also, he wants to eventually be able to affect two targets at the same time, how can we built this ability? We tried using: Extra Attack (only one attack -60%, not the same target -20%, linked with the affliction +10%)[8]. What do you think? Thanks again! |
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