Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 11-06-2017, 11:31 AM   #91
Shostak
 
Shostak's Avatar
 
Join Date: Oct 2015
Location: New England
Default Re: Power-Ups for RPM?

Quote:
Originally Posted by sir_pudding View Post
Add Cosmic: No Die Roll Required.
This doesn't fall under the prohibition against using No Die Roll Required for things determined by MOS?
Shostak is online now   Reply With Quote
Old 11-06-2017, 11:50 AM   #92
Refplace
 
Refplace's Avatar
 
Join Date: Nov 2008
Location: Yukon, OK
Default Re: Power-Ups for RPM?

Quote:
Originally Posted by Shostak View Post
This doesn't fall under the prohibition against using No Die Roll Required for things determined by MOS?
Yes it would. However if you do it so that each roll counts as multiple rolls I could see it a a feature. Or if you do it as succeeds by 1 but that would not get you what you want.
As a +100% on Magery it would be the equivalent of up to +2 per roll instead of putting those points into a higher skill. Requires testing but I would be willing to let a player try it in a game.

Cosmic "Extra Roll" +100%
Each level of this enhancement grants the effect of a second roll of the same value. This works for MOS for Energy Gathering or Complementary rolls related to the underlying advantage.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more!
My GURPS fan contribution and blog:
REFPLace GURPS Landing Page
My List of GURPS You Tube videos (plus a few other useful items)
My GURPS Wiki entries
Refplace is offline   Reply With Quote
Old 11-06-2017, 12:21 PM   #93
sir_pudding
Wielder of Smart Pants
 
sir_pudding's Avatar
 
Join Date: Aug 2004
Location: Ventura CA
Default Re: Power-Ups for RPM?

Quote:
Originally Posted by Shostak View Post
This doesn't fall under the prohibition against using No Die Roll Required for things determined by MOS?
Technically yes, but in this case you are doubling an existing MoS, so it is a special case.

Quote:
Originally Posted by Refplace View Post
Yes it would. However if you do it so that each roll counts as multiple rolls I could see it a a feature. Or if you do it as succeeds by 1 but that would not get you what you want.
As a +100% on Magery it would be the equivalent of up to +2 per roll instead of putting those points into a higher skill. Requires testing but I would be willing to let a player try it in a game.

Cosmic "Extra Roll" +100%
Each level of this enhancement grants the effect of a second roll of the same value. This works for MOS for Energy Gathering or Complementary rolls related to the underlying advantage.
I would keep it on Compartmentalized Mind, that is where the extra roll is coming from. Cosmic here is just waiving the roll and counting it as the result of the first. Which statistically isn't any better or worse than two rolls anyway.

Last edited by sir_pudding; 11-06-2017 at 12:25 PM.
sir_pudding is offline   Reply With Quote
Old 11-06-2017, 01:54 PM   #94
Refplace
 
Refplace's Avatar
 
Join Date: Nov 2008
Location: Yukon, OK
Default Re: Power-Ups for RPM?

Quote:
Originally Posted by sir_pudding View Post

I would keep it on Compartmentalized Mind, that is where the extra roll is coming from. Cosmic here is just waiving the roll and counting it as the result of the first. Which statistically isn't any better or worse than two rolls anyway.
Changes the Math though. That means it costs 50 points or an effective +12 to skill, assuming standard not multiplicative modifiers.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more!
My GURPS fan contribution and blog:
REFPLace GURPS Landing Page
My List of GURPS You Tube videos (plus a few other useful items)
My GURPS Wiki entries
Refplace is offline   Reply With Quote
Old 11-06-2017, 02:18 PM   #95
sir_pudding
Wielder of Smart Pants
 
sir_pudding's Avatar
 
Join Date: Aug 2004
Location: Ventura CA
Default Re: Power-Ups for RPM?

Quote:
Originally Posted by Refplace View Post
Changes the Math though. That means it costs 50 points or an effective +12 to skill, assuming standard not multiplicative modifiers.
Yeah, I was thinking this too. Really this part shouldn't cost much, because essentially it isn't any better than rolling twice. I think maybe it could just be feature of the ability.
sir_pudding is offline   Reply With Quote
Old 11-06-2017, 03:36 PM   #96
Shostak
 
Shostak's Avatar
 
Join Date: Oct 2015
Location: New England
Default Re: Power-Ups for RPM?

Quote:
Originally Posted by sir_pudding View Post
Yeah, I was thinking this too. Really this part shouldn't cost much, because essentially it isn't any better than rolling twice. I think maybe it could just be feature of the ability.
Yes, the average amount of energy gathered will be the same as two rolls. But, this advantage is MUCH better than rolling twice, since it eliminates the extra chances for quirks and botches.
Shostak is online now   Reply With Quote
Old 11-06-2017, 03:43 PM   #97
sir_pudding
Wielder of Smart Pants
 
sir_pudding's Avatar
 
Join Date: Aug 2004
Location: Ventura CA
Default Re: Power-Ups for RPM?

Quote:
Originally Posted by Shostak View Post
Yes, the average amount of energy gathered will be the same as two rolls. But, this advantage is MUCH better than rolling twice, since it eliminates the extra chances for quirks and botches.
I would double quirks and the effect of botches too, faster channeling shouldn't be safer.

Last edited by sir_pudding; 11-06-2017 at 05:45 PM.
sir_pudding is offline   Reply With Quote
Old 11-06-2017, 05:45 PM   #98
Shostak
 
Shostak's Avatar
 
Join Date: Oct 2015
Location: New England
Default Re: Power-Ups for RPM?

Quote:
Originally Posted by sir_pudding View Post
i
I would double quirks and the effect of botches too, faster channeling shouldn't be safer.
Then there is no need for a new advantage; Compartementalized Mind does the job. But, the desire is for an advantage that would give the benefit of fewer gathering rolls, and thus make accumulating energy both faster and safer. There is nothing wrong with making energy gathering safer, provided it is paid for with CP at a reasonable price.
Shostak is online now   Reply With Quote
Old 11-06-2017, 05:46 PM   #99
sir_pudding
Wielder of Smart Pants
 
sir_pudding's Avatar
 
Join Date: Aug 2004
Location: Ventura CA
Default Re: Power-Ups for RPM?

Quote:
Originally Posted by Shostak View Post
Then there is no need for a new advantage; Compartementalized Mind does the job.
With an extra roll.
sir_pudding is offline   Reply With Quote
Reply

Tags
ritual path magic, rpm

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:27 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.