08-11-2020, 08:32 AM | #21 | |
Join Date: Mar 2016
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Re: Powers with Gadget Limitations - is it the thing?
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08-11-2020, 08:36 AM | #22 | |
Join Date: Dec 2013
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Re: Powers with Gadget Limitations - is it the thing?
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The rules for trading points for cash in GURPS are on B26, and allow [1] to be traded for +10% of "the campaign's average starting wealth." This increase is implicitly added to your spending cash; there's also a note that said points are gone permanently. |
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08-11-2020, 09:10 AM | #23 | |
Join Date: Sep 2006
Location: Luxembourg
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Re: Powers with Gadget Limitations - is it the thing?
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As I said, I am all for making the player pay for the utility but there are concerns : case 1 : The player have luck (gadget based, can be stolen -20%) [12] : an amulet that can be easily snatched away (temporarily, he will recover it after some significant time or effort) but cannot be destroyed and will not work for someone else. He gain back 3 cp for having his luck "steal-able". The player will likely object if he then have to pay 20cp because the amulet is a 10 thousand $ precious jewel and fall back on a $15 zirconium on plated zinc, or drop the gadget limitation. If we agree that the item cannot be sold or mortgaged as a jewel by the player, and have no uses or benefit other than the luck charm, I would let him have the appearance he want for free - after all, it will make it more likely to be stolen. Otherwise, in most case, he will end up paying more cp for the item than he get back from the gadget limitation ... not exactly interesting. case 2 : The player have an ultimate weapon represented as a bunch of innate attacks and other alternate abilities. Lets call it a "silence glaive" It cannot be destroyed, if it goes through a big crunch-big bang cycle, it will be there on the other side, it cannot disappear or be taken away, drop it into the sun or in a black hole and the next time the character power up, the glaive will appear in his hand. It is worth -0% as a gadget, it is just a special visual effect of the power. That said, it is a very fine physical glaive, it can be used to hit someone, to pry a door open or even as a tent pole if you wanted to. How much do you pay for that indestructible bladed staff that always return to you ? Here, no question, the player have to pay for it. But how much ? Just a normal glaive price ? Should the player pay for -signature gear (the "cannot be permanently lost" bit) ? -unbreakability (orichalcum price ?) Last edited by Celjabba; 08-11-2020 at 10:44 AM. Reason: moved a sentence around. |
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08-11-2020, 09:22 AM | #24 |
Join Date: Feb 2016
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Re: Powers with Gadget Limitations - is it the thing?
Since a character could (relatively) easily sell the diamond for money, I would rule that they would need to include the diamond in their adventuring assets, requiring high levels of Wealth. For example, a TL8 character would need Multimillionaire 2 to justify putting $10 million in a single gem (it would represent 25% of their adventuring gear). Unless it gives Super Luck, the fact that it gives its owner strange powers is probably secondary to its monetary value.
In the case of the indestructible unstealable glaive, those traits are not exactly valuable to the character (at most, they would be an Accessory Perk). Now, it is possible that someone could brace a door with their glaive and run away, but I would count that as giving away the gadget, so they would lose it to their enemies. It might become an interesting curiousity, but its powers would matter, not its odd properties. Last edited by AlexanderHowl; 08-11-2020 at 09:26 AM. |
08-11-2020, 09:28 AM | #25 | |
Join Date: Mar 2016
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Re: Powers with Gadget Limitations - is it the thing?
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08-11-2020, 09:33 AM | #26 |
Join Date: Feb 2016
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Re: Powers with Gadget Limitations - is it the thing?
Yes, but players are always tricky that way. CWA should really only apply to entities that cannot physiologically wear armor. A personal taboo would just be a Vow.
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08-11-2020, 09:45 AM | #27 |
Join Date: Mar 2016
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Re: Powers with Gadget Limitations - is it the thing?
I personally find that a completely unfair stance to take. If someone can wear armor, but never will, they functionally have Cannot Wear Armor. If someone has a valuable gem that they will never sell, they functionally do not have Wealth.
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08-11-2020, 09:52 AM | #28 | |
Join Date: Mar 2008
Location: LFK
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Re: Powers with Gadget Limitations - is it the thing?
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If you say at the start "just so we're clear - this is a Cool Thing that cannot be sold for X reason" or "Cannot Wear Armor is not a challenge, it's about making the cost appropriate to what you're doing" the players will generally go along with it. TLDR - Communication Is Key, and in GURPS you pay for the effects, not the name of the ability. |
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08-11-2020, 09:59 AM | #29 | |
Join Date: Dec 2013
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Re: Powers with Gadget Limitations - is it the thing?
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If your character is so dead-set against wearing armour that no situation whatsoever could get them to wear armour, then rename "Cannot Wear Armour" to "Will Not Wear Armour" and add [5] for the fact that someone could knock you unconscious, put armour on you, and probably force a Fright Check. If your character is so dead-set against selling a valuable gem that no situation could get them to sell the gem, apply the Accessibility (only under absolute mind-control, forgery, or legal guardianship; one time) -80% limitation. Edit: That is, if such a thing absolutely has to be spelled out in mechanical terms; and overall, I think "talonthehand" has a better answer in many cases. One case that remains, is when players are merely trying to nail down the exact mechanical effects of something. This does not require an adversarial relationship. :) |
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08-11-2020, 11:38 AM | #30 | |
Join Date: Sep 2007
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Re: Powers with Gadget Limitations - is it the thing?
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Either use a more durable piece of normal equipment, or buy DR with Limitations such that it applies only to the sword, or don't base the attack on a normal piece of equipment. If the sword is an unbreakable, powerful weapon, it should probably just be built all Power. |
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