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Old 08-24-2010, 11:01 AM   #41
sir_pudding
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Default Re: Items as allies?

FWIW, I haven't had any problems with the 300 point vehicle ally in my current game (and I'm not using any of RPK's houserules for this). If anything, it's inherent limitations make it as much of a liability as an asset.
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Old 08-24-2010, 12:02 PM   #42
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Default Re: Items as allies?

Quote:
Originally Posted by Not another shrubbery View Post
I would say that the lack of movement pretty much covers the inability to carry, lift, or move things. Items like a sword do not just have Move 0, but also something like No Legs(Portable) with a paralysis kicker.
It's appropriate that you mention No Legs (Portable). Look at THS: Changing Times -- you'll see that every cybershell with NL(P) has ST 0. A wearable interface has ST 0. A mainframe, despite being bulky enough to support a load, has ST 0. This is because mass = HP in GURPS, not ST.

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ST 0 is not a good model for that (not by itself, AAR), because it still allows for self-movement.
Right, which is why you need a wealth of disadvantages, not just one. ST 0 covers the fact that you can't affect the physical world in any way on your own, No Legs (Portable) covers the fact that you can't move in any way on your own, etc. You need them all -- and while the one may imply the other, they're still separate disadvantages in GURPS.

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And the fact that it helps to show load-bearing capacity seems to indicate potential utility in retaining ST as a characteristic for common objects.
First, has that ever really come up in a game? :)

But more importantly, it's not really the case. For example, the amount you can lift isn't necessarily your "load-bearing capacity". If we were to electroshock you into rigidity and shove your body underneath a weighty structure, the amount you'd be able to support as a column would be a function of your HP and DR. A ST 10, HP 10, DR 0 human would be able to support far less as a column than a ST 0, HP 10, DR 3 machine.

Anyway, just to be clear:

Truly inanimate objects have ST 0 in GURPS. This is not an opinion; I'm stating a simple fact, here.
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Old 08-24-2010, 12:04 PM   #43
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Default Re: Items as allies?

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Originally Posted by Rev. Pee Kitty View Post
Truly inanimate objects have ST 0 in GURPS. This is not an opinion; I'm stating a simple fact, here.
But they weirdly have a non-zero DX; I still don't grasp that. Can you explain?
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Old 08-24-2010, 12:35 PM   #44
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Default Re: Items as allies?

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But they weirdly have a non-zero DX; I still don't grasp that. Can you explain?
Sure! DX is useful for more than just moving your own body around. It determines reaction speed and is used for controlling other things as well. For just one example, that THS mainframe-bound infomorph may very well be placed into a car and connected to its computer controls -- where he'll use his DX (in the form of a normal, DX-based Driving roll) to operate it.
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Old 08-24-2010, 12:37 PM   #45
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Default Re: Items as allies?

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Originally Posted by Rev. Pee Kitty View Post
Sure! DX is useful for more than just moving your own body around. It determines reaction speed and is used for controlling other things as well. For just one example, that THS mainframe-bound infomorph may very well be placed into a car and connected to its computer controls -- where he'll use his DX (in the form of a normal, DX-based Driving roll) to operate it.
Sure, but what does the car's DX do, exactly?
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Old 08-24-2010, 12:58 PM   #46
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Default Re: Items as allies?

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Originally Posted by sir_pudding View Post
Sure, but what does the car's DX do, exactly?
It is what separates a sports car from an SUV?
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Old 08-24-2010, 01:01 PM   #47
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Default Re: Items as allies?

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It is what separates a sports car from an SUV?
No, that's Handling Modifier and Stability Rating (not to mention ST and Move).
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Old 08-24-2010, 02:19 PM   #48
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Originally Posted by sir_pudding View Post
No, that's Handling Modifier and Stability Rating (not to mention ST and Move).
So what is the point cost of a handling modifier and stability rating? How do you give a character a higher stability rating?
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Old 08-24-2010, 03:09 PM   #49
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Default Re: Items as allies?

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Originally Posted by sir_pudding View Post
Sure, but what does the car's DX do, exactly?
If the car doesn't have a brain, it doesn't need a DX score. DX requires some form of intelligence to capitalize on.

(Now, I use the house rule that Handling = (DX-10) for all vehicles built as characters. I find this both intuitive and a good way to balance points. But canonically, the two are unrelated. Anyone with IQ 0 pretty much always has DX 0.)
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Old 08-24-2010, 03:14 PM   #50
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Default Re: Items as allies?

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So what is the point cost of a handling modifier and stability rating? How do you give a character a higher stability rating?
They're both enhancements on Enhanced Move. Handling costs +5% per +1, SR costs +5% per +2. (The former is in Characters; the latter is from THS: Changing Times.)
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