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Old 06-26-2010, 03:24 PM   #11
sir_pudding
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Default Re: Magic: Puissance +3 not worth it?

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Originally Posted by OddGamer View Post
Note: One way to fix it would be to make the Puissance increase +1/+2/+3 per die instead of just +1/+2/+3.
It ought to have been per die, just as all other damage bonuses in 4th edition. I've seen this as one of many of the incomplete updates in GURPS Magic ever since the book came out.
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Old 06-27-2010, 02:49 PM   #12
kirbwarrior
 
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Default Re: Magic: Puissance +3 not worth it?

I'd do that and have Might be a percentile increase (so +1 would be "+10% or +1", whichever is better) Adding per die damage was one of the coolest things in 4th.

Honestly, I think I'm going to right up a edit of 4th Magic, to coincide with 4th edition.
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While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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Old 07-01-2010, 04:48 AM   #13
Peter Knutsen
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Default Re: Magic: Puissance +3 not worth it?

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Originally Posted by Anthony View Post
Well, you're missing the fact that you can do both, and there's a cap to how much ST you can put on an item. Other than that, well, it's basically true that Puissance +3 is a lousy investment.
AFAIK Puissance can be limited with the Bane Enchantment.

I don't find Bane to be very elegant, to state it mildly, but it's there (i.e. in the RAW), and it does lower the cost; something that can't be done with a +ST Enchantment.
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