07-20-2014, 03:22 PM | #21 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [Basic] Advantage of the Week: 3D Spatial Sense/Absolute Direction
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07-20-2014, 03:41 PM | #22 | ||
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week: 3D Spatial Sense/Absolute Direction
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Well, that was the main point of my comment that you responded to... so obviously I do see reason to to that, though admittedly I don't view it as a major thing. As I keep designing characters, trying to really "learn" 4e, I keep going "Absolute Direction seems like a natural fit except... all this character has is Navigation (Land). That +3 bonus is nice, but I don't actually need it for this character." Navigation is about more than knowing which way is north and remembering what paths you've taken over the last month, though such a thing is very useful... I am wondering if it is a mistake to treat the bonus as inherent to the Advantage; the Advantage is knowing which way is north and known and being able to retrace what routes you've taken for the last month, without an IQ roll or the like. If your player's have recorded the paths they have taken and have a good compass, wouldn't you be giving them a similar bonus to their Navigation rolls? It doesn't seem like the same thing as "Talent", where you are just adept: rather you have some of the "tools" needed provided via internal mental advantage. Sometimes even if something is a pressing issue, its better to at least address it lest it be mistaken as not a problem at all.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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07-21-2014, 07:43 AM | #23 | |
Join Date: Aug 2004
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Re: [Basic] Advantage of the Week: 3D Spatial Sense/Absolute Direction
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07-21-2014, 08:13 AM | #24 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Advantage of the Week: 3D Spatial Sense/Absolute Direction
Having a compass does provide a bonus to Navigation: +1, per both Low-Tech and High-Tech. You can take this as an Accessory perk. Absolute Direction is more like having advanced modern navigational gear in your head; it gives a big bonus, like those for true celestial navigation in High-Tech.
Bill Stoddard |
07-21-2014, 09:37 AM | #25 |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week: 3D Spatial Sense/Absolute Direction
As stated, this isn't some devastating issue I have with the rules, but as a subject for consideration, I wonder if it really would have taken up a significant amount of space; consider that the writers felt the need to inform us that the crude directional sense of migrating animals was nothing but a zero point feature. That's good to know, especially when building animal (or animal inspired) templates, but it isn't really essential. Me, I'd rather see that "No Skill Bonus" version for a slightly reduced cost listed... or both left out for something more important in a later section.
The big thing is... I am really questioning the Skill Bonus at all; it sounds less like something a Talent grants and more like an equipment bonus... except the "equipment" is built in. That just seems like a feature of the skill and not the Advantage, but maybe this is something I just don't understand right? Are all Advantages priced this way so that bonuses caused by being useful for a particular skill must weigh in? Absolute Timing gives no bonuses, and next week I'll try and have a list of skills that logically would benefit from it, if not all the time, then enough to matter.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
07-21-2014, 11:51 AM | #26 | |
Join Date: Sep 2004
Location: Canada
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Re: [Basic] Advantage of the Week: 3D Spatial Sense/Absolute Direction
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I've played minotaurs repeatedly in Dungeon fantasy games; Absolute Direction was, to me, definitely worth 5 points. Weightless, TL8-ish equivalent navigation equipment that my TL3 IQ 8 illiterate barbarian can use, can never have stolen, doesn't work by magic, and just generally can't lose the use of short of specific magical jamming (Mystic Mist spell, I'm looking at you)...? Yes, absolutely worth 5 points.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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07-21-2014, 12:18 PM | #27 | ||
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week: 3D Spatial Sense/Absolute Direction
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__________________
My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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07-21-2014, 01:33 PM | #28 | |
Join Date: Jul 2008
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Re: [Basic] Advantage of the Week: 3D Spatial Sense/Absolute Direction
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On the other hand it does mean you know exactly how far you've come. So if you walk 40 meters down a corridor with portal, then take a net 180 degree turn and walk the opposite direction for a similar distance down corridors without portals, you'll know when you've reached a point where, under the geometry you thought applied, you should be in a room you were in before but are not. Most people won't be sure unless they're actively surveying.
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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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07-21-2014, 01:58 PM | #29 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Basic] Advantage of the Week: 3D Spatial Sense/Absolute Direction
Except you'll notice that all of a sudden north is in a different direction (assuming portals aren't oriented at precisely the same angle towards magnetic poles).
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07-21-2014, 02:44 PM | #30 | |
Join Date: Jul 2008
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Re: [Basic] Advantage of the Week: 3D Spatial Sense/Absolute Direction
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...Is there a 'dead reckoning' modifier for Absolute Direction that modifies it so that it doesn't implicitly include an extremely exotic cosmic compass? Like, as defined you could throw someone with 3d Spatial Sense to a random point anywhere in the universe and while they might have no idea where they are whatsoever they'd be able to tell anyone they met there the direction of the Milky Way's rotation, and that's silly.
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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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Tags |
3d spatial sense, absolute direction, advantage, advantage of the week, aotw, basic, week |
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