10-02-2018, 08:21 PM | #21 |
Join Date: Mar 2005
Location: Republic of Texas; FOS
|
Re: Can you use weapon master for Flame Jet/Innate Attack(Beam)?
I let half-elves use Power Items in my game. I figured it’s a GM call & I was interpreting the “bard/wizard/cleric/druid” line as “one who has the underlying abilities to cast spells from those departments”.
And it’s more fun ;) I was envisioning a half-elf scout who Ignites his Flaming Arrows... the bow makes a great Power Item. Of course the Concentrate bit to pause in the shooty action might make the sequence less than optimal, but the aesthetic is nifty.
__________________
Our decades-old & rarely updated CarWars blog & Hotwheel conversion tutorial: North Texas Autoduel Association |
10-05-2018, 10:35 PM | #22 | |
Join Date: Sep 2004
Location: Montréal, Québec
|
Re: Can you use weapon master for Flame Jet/Innate Attack(Beam)?
Quote:
__________________
Per-based Stealth isn’t remotely as awkward as DX-based Observation. |
|
10-06-2018, 11:00 AM | #23 | |
GCA Prime
Join Date: Aug 2004
Location: Portland, OR
|
Re: Can you use weapon master for Flame Jet/Innate Attack(Beam)?
Quote:
Examples: Animal Friend limited to 4, except Barbarian and Druid can go to 6; Born Entertainer limited to 4, except Bard can go to 6; Born War-Leader is 4, 6 for Knights; and so on. If everyone is a based on a template, that can be considered a feature, but if you have some folks built without one, there's no cost to even that out. Perhaps Power Items are another example of such a feature. (ETA: Whoops, badly stated. I meant that perhaps a GM could see Power Items as such a feature.)
__________________
Armin D. Sykes | Visit my GCA5 blog for updates and previews. | Get GURPS Character Assistant 5 now at Warehouse 23. Last edited by Armin; 10-06-2018 at 11:08 AM. Reason: clarification |
|
10-11-2018, 06:40 PM | #24 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Can you use weapon master for Flame Jet/Innate Attack(Beam)?
By DFA14 not being a DFRPG supplement?
|
10-11-2018, 07:21 PM | #25 |
Join Date: Dec 2009
Location: Saint Paul, MN
|
Re: Can you use weapon master for Flame Jet/Innate Attack(Beam)?
I think he meant p.14 of the DFRPG Adventurers book. That page has a sidebox titled, "Membership Hath Privileges" with a subheading for "Custom Professions." It basically explains the rationale for niche protection and then gives the GM permission to allow exceptions.
In my game, I would certainly tie power items to the enabling spellcasting advantage. |
10-12-2018, 10:04 AM | #26 | |
Join Date: Sep 2004
Location: Montréal, Québec
|
Re: Can you use weapon master for Flame Jet/Innate Attack(Beam)?
DF14 (no A) is not a DFRPG supplement. DFA14 is a page reference in DFRPG Adventurers.
Quote:
__________________
Per-based Stealth isn’t remotely as awkward as DX-based Observation. |
|
10-12-2018, 12:57 PM | #27 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
|
Re: Can you use weapon master for Flame Jet/Innate Attack(Beam)?
|
10-14-2018, 02:41 PM | #28 |
Join Date: Sep 2005
Location: Canada
|
Re: Can you use weapon master for Flame Jet/Innate Attack(Beam)?
@ Juliansl: I'd be interested in seeing your sheet, if you're willing to share.
From what you've said: Swashbuckler, 20 points spent on Half-Elf template, 5 points spent to upgrade Weapon Master to Jet + Staff. For weapon skills, I'm guessing Innate Attack (Jet) [16] and Staff [4]. Do you only have points from quirks with which to purchase spells, or is your GM allowing you to use some discretionary advantage points? Otherwise you're looking at Create Fire [1]; Ignite Fire [1]; Flame Jet [2]; Shape Fire [1].
__________________
Secret: Not a Gnome. (Actually a Dwarf with Dwarfism). |
10-15-2018, 06:39 AM | #29 | |
Join Date: Jun 2006
|
Re: Can you use weapon master for Flame Jet/Innate Attack(Beam)?
Quote:
__________________
-- MA Lloyd |
|
10-15-2018, 10:13 AM | #30 | |
Join Date: Sep 2018
|
Re: Can you use weapon master for Flame Jet/Innate Attack(Beam)?
Quote:
|
|
|
|