04-22-2015, 11:16 PM | #11 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: More Imbuements
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Because I was the author and that's how I wrote it? I felt it should be more difficult to imbue an object that you didn't have control of. It would be like a smaller human holding onto a really big sword, except his hand wasn't the one that wielding the weapon in the first place. You are, of course, free to do as you wish in your campaigns, but extensive playtest in my own games revealed that some sort of penalty was due and -2 felt about right. Quote:
I think someone mentioned imbueing computers (which I do have covered in the article I spoke of), but I'm not sure where you are going. Imbuements only work on gear for the most part - you can't really use them on anything built with an advantage. The exception being is unarmed attacks. What other gear is there that characters use often on adventures? Most of the breaking and entering stuff could use Attack imbuments. I'm not seeing where you are trying to take this conversation exactly.
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04-23-2015, 12:32 AM | #12 | |||
Join Date: Aug 2004
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Re: More Imbuements
I may be misreading, but I'm getting a distinct vibe of defensiveness from your responses, as if you feel I'm attacking your work. If so, please feel at ease: I rarely comment on things that I don't like. But I'm a tinkerer at heart; when I see something like this, my instinct is to find ways to refine and expand on it — that's what I'm going for here. One side effect of that is that my comments generally take the form of critiques and challenges rather than praise; but the motivation behind it isn't to tear down what you've built, but the opposite.
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How does the engineer not have control of the vehicle? Certainly, he doesn't control what direction the vehicle is going; but he very definitely has control of the engine. And it's in that capacity that he'd be Imbuing the vehicle with such things as better fuel efficiency or a higher top speed. Kirk doesn't ask Sulu for more speed, despite the fact that Sulu is the helmsman; he asks Scotty. Put another way: Imbuements are generally about enhancing gear; but more precisely, they're abòut enhancing skills that involve gear. Whenever the Imbuements system asks you to specialize an Imbuement skill, it generally asks you to specialize by skill use. And while many of the Transportation Imbuements certainly strike me as being conceptually associated with vehicle operation skills, a few of them strike me as being more closely associated with the likes of Mechanic. In those cases, it seems to me that if anyone should suffer a -2 penalty for not being the ideal person to do the Imbuement, it would be the pilot rather than the engineer: Sulu rather than Scotty. Where's the flaw in my reasoning? Quote:
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That's not a rhetorical question or an attack; I don't know if there's anything else that needs to be covered, and the system very well might be one class of Imbuements away from being “complete”. Or there may be something that I've overlooked, which is why I'm asking the question. |
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04-23-2015, 12:49 AM | #13 | |||||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: More Imbuements
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04-23-2015, 01:35 AM | #14 | ||||
Join Date: Aug 2004
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Re: More Imbuements
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I'd be inclined to suggest that Imbuements with permanent effects should require a character point expenditure or the equivalent (e.g., hundreds of hours worth of appropriate labor). I've also wondered if musical instruments might be suitable subjects for Imbuements that don't fit the existing categories. |
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04-23-2015, 01:41 AM | #15 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: More Imbuements
Sulu was at the controls, meaning he made the rolls. Scotty would make rolls for boosting engines, shields, and weapons. Kirk was mentally rolling tovdecide how many Red Shirts he should lose on that planet over there.
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04-23-2015, 01:45 AM | #16 | ||||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: More Imbuements
Right, because Kirk is using Shiphandling which is the skill used to "pilot" a ship with a crew.
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That's actually a great idea. The Enthrallment or Musical Influence abilities could be comparable to imbuement skills for entertainment.
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04-23-2015, 01:50 AM | #17 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: More Imbuements
By GURPS, most "ships" should probably use Shiphandling. Though looking at spaceships it does seem to indicate that the Piloting is the key here. Hmmm. I honestly only glanced at Spaceships when I wrote Vehicle Imbuements, but I did look at Low-Tech 2 often. Oh well. I can tell you without a doubt that this is what I had in mind for "large vessels" (sailing ships, airships, spaceships, etc.). Ship's captains would be doing the imbuing, not the pilots.
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04-23-2015, 02:22 AM | #18 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: More Imbuements
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But why couldn't an engineer imbue a vehicle, or a weapon, or armor? Why not MacGyver on a thing for a few minutes, hand it back to the person who is using it with new enhancements? Isn't the pretty much the whole point of Gadgeteer? So I've been thinking of trying to find some way to combine the Imbuements system with Gadgeteer for awhile now, because I think they go together like peanut-butter and chocolate, but it's not really imbuements. An imbuement lets you turn a laser blast into a cone attack for a single shot by spending fatigue. It's like casting a spell. A gadgeteer tinkers with your laser for a second and then hands it back to you with the capacity to do fan-blasts, and that will last (at least until it breaks down). It's like enchanting an item. It might use a similar system, but I think it would be fundamentally different (You wouldn't require the imbuement advantage, gadgeteer would be enough, and you wouldn't use imbuement skills directly, but you might use them as inspiration. I think the imbuement advantage requirements might represent how difficult the modification would be)
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04-23-2015, 03:29 AM | #19 | |
Join Date: Apr 2015
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Re: More Imbuements
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I also think that sounds similar to the Weird Science modifier in #3/46, which I thought sounded similar to Imbuement too. DF 11 also had Spellsmith, which enhanced Quick Gadgeteer with Cosmic +50% so it also worked for magic items. I would imagine you could do the same thing for Weird Science tech that defies physics using reality-warping mad science. |
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04-23-2015, 05:16 AM | #20 |
Join Date: Mar 2013
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Re: More Imbuements
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