08-17-2010, 08:51 AM | #21 |
Join Date: Jul 2008
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Re: Magic Weapon: Advantage or Signature Gear?
Anything you can buy with money is likely to be 'unbalanced' against similar abilities bought on points. This is expected. GURPS doesn't consider available gear to be part of point-balance.
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08-17-2010, 08:54 AM | #22 | |
Join Date: Apr 2008
Location: New Hampshire
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Re: Magic Weapon: Advantage or Signature Gear?
Quote:
Is the price of the Tomahawk and similar items as Sig Gear comparable to that of a Pancor? |
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08-17-2010, 08:55 AM | #23 |
Join Date: Jul 2007
Location: Copenhagen, Denmark
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Re: Magic Weapon: Advantage or Signature Gear?
If you are trying to replace Shadowrun rules I would definitely make is as an advantage - the items are bound to the magic user, and while others can steal them they have to bind them themselves, that is spend the points to make it work, thats how it works in the Shadowrun rules and how I would rule it in GURPS.
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08-17-2010, 09:19 AM | #24 |
Join Date: Aug 2010
Location: MI
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Re: Magic Weapon: Advantage or Signature Gear?
That's my original reason for comparing the two: Sigear was designed to do EXACTLY what I want but it is WAY to cheap to be balanced compared to the high cost of most cyber a street sam is packing.
For Example, Cyber Claws do Thr Cutting for 6 points, the outlined tomahawk does SWG+3 Cutting as well as +1 to Hit and Afffects Insubstantial for 5 points - sure it can be disarmed and stolen, but it can also be thrown, which about of balances it out. |
08-17-2010, 09:25 AM | #25 | |
Join Date: Jul 2008
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Re: Magic Weapon: Advantage or Signature Gear?
Quote:
If the street sam can't buy a magic tomahawk for himself, then getting it as sig gear may not be the right thing to do.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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08-17-2010, 09:37 AM | #26 |
Join Date: Sep 2004
Location: Reading, England
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Re: Magic Weapon: Advantage or Signature Gear?
I don't know Shadowrun but how to treat cybernetic enhancements depends on how common improvements are in the campaign. If enhancements can be bought and installed by anyone with the cash, it's just equipment but also requires you to have a few CP spare. PCs can easily acquire enhancements but so can any NPC. Use Signature Gear for the plot protection. If enhancements are uncommon, buy them at character creation as Advantages without money cost. In the game, enhancements are bought like other traits but also requires you to have some spare cash. PCs can acquire them with difficulty and only powerful NPCs acquire them.
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08-17-2010, 09:40 AM | #27 | |
Join Date: Apr 2008
Location: New Hampshire
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Re: Magic Weapon: Advantage or Signature Gear?
Quote:
Talons (Switchable +10%, Armor Divisor (10) +200%) [24] |
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08-17-2010, 09:49 AM | #28 | |
Join Date: Dec 2007
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Re: Magic Weapon: Advantage or Signature Gear?
Quote:
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08-17-2010, 09:53 AM | #29 |
Join Date: Apr 2008
Location: New Hampshire
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Re: Magic Weapon: Advantage or Signature Gear?
The man has a point.
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08-17-2010, 11:21 AM | #30 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Magic Weapon: Advantage or Signature Gear?
Quote:
So this sounds like Signature Gear to me.
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