10-07-2010, 01:42 PM | #41 | |||||
Join Date: Jun 2006
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Re: What do YOU want changed?
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-- MA Lloyd |
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10-07-2010, 01:43 PM | #42 |
Join Date: Aug 2007
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Re: What do YOU want changed?
There are some problematic abilities that need cleaning up and haven't been mentioned so far.
Warp is bizarrely non-generic. I don't think I've ever seen any fictional treatment of teleportation abilities that matches the "default" rules. A simple "Concentrate and make Roll x, then travel distance y instantaneously" ability would be more useful. You'd still modify it often but at least the default would be simple. Invisibility has idiosyncratic rules as well. The "default" version is Always On and Doesn't Affect Machines. Huh? Then there's some psi-type abilities that are No Range as base while others are naturally ranged. Ally is fairly broken in the way that a powerful character gets a much more powerful ally than a lower pt character for the same amount of cp i.e. for 10 pts a 200pt character gets a 200 pt Ally on a 12 or less while a 400 pt character gets a 400 pt Ally. Differential results for equal prices ought to violate a basic principle. Size. I'd like to make this a base Attribute with ST and HP being sub-attributes. This would clear up several situations in the rules where HP are being used as a stand-in for size. It would also let us base running and jumping speeds off of power-to-weight ratio rather than the current average of (probably) co-ordination and aerobic fitness (or possibly reflex speed and resistance to disease). This would also help figure out how strong various creatures should be. The Animal ST values in campaigns are.....rather odd. Most of my issues could be taken care of in a 4th revised if they were really willing to change some stuff. As it stands I can't really call 4e a polished system. It's quite rough in a number of places.
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Fred Brackin |
10-07-2010, 01:44 PM | #43 | |
Join Date: Sep 2004
Location: Canada
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Re: What do YOU want changed?
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Never mind things like "for delivering and resisting feints from that guy with Broadsword 25" and similar issues (any time there's a quick contest, having MORE than the other guy is more better). I'm talking: Fighting at night, no moon, in a total blackout, with heavy cloudcover (-9) on a steep roof (-2) that's wet because it's raining (-2) while being buffeted by high winds (-2 or more - did I mention it's a hurricane, not a spring shower?) against an enemy that you can only defeat by stabbing in the eye through the slit in his helmet armor (-10). Which gets you a net -25, so really you want at least a 41 to maximize your critical hit chances, and ideally a 51 or 61 so you can give this opponent a -5 or -10 on his defenses against your attack. With a 30, you of course only succeed on a 5 or less - but that's because you're BADASS - normal swordsmen don't even have a chance. Obviously this isn't an everyday situation. In everyday situations you use it for just feinting and then skewering "normal" people in the eye with a -4/-2 Deceptive Attack, or for defending against other skilled swordsmen.
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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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10-07-2010, 02:13 PM | #44 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: What do YOU want changed?
The idea is like already someone said like fallout, let's say, a shortsword would cost 8AP, while a broadsword would cost 9AP, so, some people would accept -1 damage for -1AP, many don't, also, this way the weapons speed will be more precise, small weapons would have the speed, big weapons would have the damage.
A good idea for this, is that if everyone have a maximum AP points, maybe the same as DX, other defenses also have cost of AP, you couldn't defend or use any AP while are at 0 or less, and everyone recover AP at the same time. Example: Albert(A) DX12 and a shortsword and Bernard DX11 and a broadsword are fighting. A starts with 12AP, and B with 11AP, Albert starts Attacking(8AP), Bernard tries to parry(using, maybe 4 AP), and succeds, now A have 4, and B have 7. B says that will wait until have 9AP, and A also waits, once A is with 6 and B with 9, B attacks, A then tries to parry(again, 4 AP), but fails to do that, B rolls damage, 3 cut, with goes to 4HP, now A is with 2AP, B with 0AP, but since A don't have High pain threshold, he lost AP equals to the damage, in the case, 4, and goes with -2AP. B waits the oppportunity, waits one AP time, and with 1 AP, he tries something like an AoA, and attacks again, since A can't use his defenses. |
10-07-2010, 02:14 PM | #45 | |||
Join Date: Sep 2004
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Re: What do YOU want changed?
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Yeah. I think my main though on realizing what was going on was 'well why didn't you just name them what they are?' |
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10-07-2010, 02:16 PM | #46 |
Join Date: Aug 2004
Location: Boston, MA
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Re: What do YOU want changed?
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10-07-2010, 02:17 PM | #47 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: What do YOU want changed?
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10-07-2010, 02:24 PM | #48 | |
Join Date: Aug 2004
Location: Boston, MA
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Re: What do YOU want changed?
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What we need is Magery being all about when/if you can cast. Then just have an entry under Talent that buffs castings. |
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10-07-2010, 03:40 PM | #49 | |
Join Date: Dec 2006
Location: Houston
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Re: What do YOU want changed?
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Other skills its not always as clear and I run those a little more 'open ended' in my games so as to make sure that the players who do buy them up to exceptionally high levels will get use out of them. Assigning environmental modifiers (lighting etc) is pretty easy and straightforward, what isnt always so clear is how to make the challenge in question itself more difficult and how that logically affects the rest of the world. I made a go of extending the difficulty of Locks (and the cost associated with them) beyond the +5/-5 parameters in the RAW here. http://forums.sjgames.com/showthread.php?t=71538 Even this isnt without an upper limit. What would be intersting is if someone took a similar approach to all non combat skills and see how far we could extend the difficulty. Normally, in realistic games, the RAW modifiers work great. As we extend in to the more cinematic (DF, Action! where 250 point templates START with lvl 20 skills) we need a broader pallete to paint those challenges from. Note as I say this that this is NOT an argument for a 5th edition, and is something that could be covered supplementally by say GURPS:Rock and a Hard Place - Exceptional Challenges for Exceptional Skill Levels. Nymdok |
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10-07-2010, 04:04 PM | #50 |
Banned
Join Date: Aug 2004
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Re: What do YOU want changed?
The "Time Spent" p.346 rules mean you can benefit from Skill 25 for just about anything; Base skill 25, -9 penalty for doing it in 10% normal time leaves effective skill 16.
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