08-16-2010, 03:07 PM | #11 | |
Join Date: Aug 2004
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Re: Magic Weapon: Advantage or Signature Gear?
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08-16-2010, 03:07 PM | #12 |
Join Date: Dec 2007
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Re: Magic Weapon: Advantage or Signature Gear?
Actually Puissance 2 would come closer to duplicating the +1d6 that the advantage version gives you. Also the Thaumatology weapon had a heck of a lot more DR than the enchanted hatchet so it should probably be Shatterproofed. But I'd hesitate before giving a character defining weapon "Unique"
Last edited by David Johnston2; 08-16-2010 at 03:23 PM. |
08-16-2010, 03:53 PM | #13 | |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Magic Weapon: Advantage or Signature Gear?
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But in spite of being an American weapon of war from way back to right now, the tomahawk seems be missing from the basic set. Add $10 and swing imp to hatchet? http://abcnews.go.com/US/story?id=90038&page=1 If GURPS isn't going to cover traditional American weapons, then why isn't it metric? (Yes, I know. You can put down that tomahawk now.... ;-)
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08-16-2010, 04:02 PM | #14 | |
Join Date: Jul 2009
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Re: Magic Weapon: Advantage or Signature Gear?
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08-17-2010, 04:35 AM | #15 |
Join Date: Sep 2004
Location: Reading, England
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Re: Magic Weapon: Advantage or Signature Gear?
I don't think the discrepancy actually indicates a problem. Signature Gear means that the distinctive gear is bought with money and, as others can buy comparable equipment on the open market, the item isn't that much of an advantage. A street punk could have something similar. The small CP cost is plot protection to avoid the annoyance of buying and customizing a replacement. Advantage means it's an inherent ability of the character and the average street punk can't compare.
Signature Gear should be used in worlds where powerful technology can be bought. Advantage should be used in worlds where power mostly comes from inherent abilities. I've always thought that Signature Gear is fundamentally broken but that's another thread.
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08-17-2010, 07:34 AM | #16 |
Join Date: Aug 2010
Location: MI
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Re: Magic Weapon: Advantage or Signature Gear?
Well, cybernetics breaks that definition: it's powerful technology bought as an advantage, so yeah - I'd have to say that the SG trait is broken RAW.
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08-17-2010, 07:52 AM | #17 | |
Join Date: Apr 2008
Location: New Hampshire
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Re: Magic Weapon: Advantage or Signature Gear?
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Back On-topic, I still say that something like a magic weapon should be built as an advantage with the Gadget Limitations. "Common" type items like that tomahawk should avoid the Unique limitation, though. Thing is, using points for SG or for a Gadget, that assumes it's integral to the character. If it's not integral to the character, then they need to buy it with credits. Last edited by Dragyn; 08-17-2010 at 07:55 AM. Reason: more thinkin' |
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08-17-2010, 08:27 AM | #18 | |
Join Date: Aug 2010
Location: MI
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Re: Magic Weapon: Advantage or Signature Gear?
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And well I never intended on giving the tomahawk the "Unique" trait, taking it off of the example from THAUM115 RAISES the cost by 5 points, the same amount the entire item costs as Sigear! |
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08-17-2010, 08:33 AM | #19 | |
Join Date: Apr 2008
Location: New Hampshire
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Re: Magic Weapon: Advantage or Signature Gear?
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08-17-2010, 08:39 AM | #20 |
Join Date: Aug 2010
Location: MI
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Re: Magic Weapon: Advantage or Signature Gear?
Like I said, Sigear sounds like it represents my concept perfectly, it's just so cheap - stacked up to advantages and cyber, it's unbalanced.
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