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 09-17-2010, 09:21 PM   #21
vitruvian
 
Join Date: Aug 2004
Default Re: Help creating life-draining touch ability?

Quote:
Originally Posted by Not another shrubbery View Post
I cannot say as to the reasoning behind Kromm's ruling... asking that was not in my self-mandate *g*

If the idea was to restrict it to sentients in the first place, as seems to be the case, it hardly seems reasonable to expect that non-sentient plants should be included for the same price. It is pretty easy to find tappable sources in most settings, and you do not have to worry about them running away or fighting back.
Sure, but are plants living things according to the GURPS rules or not? ;-)
vitruvian is offline   Reply With Quote
Old 09-17-2010, 09:32 PM   #22
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: Help creating life-draining touch ability?

Quote:
Originally Posted by vitruvian View Post
Sure, but are plants living things according to the GURPS rules or not? ;-)
Well it is a bit of a grey area with the current books, but when GURPS Plant Magic comes out it will define it a bit more. Scott did a fantastic job with that by the way and I was very proud to be a part of that playtest.

I came across this problem a couple of years ago and pretty much ruled the same thing for my campaign that Kromm did.

Also if cost is a problem for Leech just make them alternate abilities of one another, or add Cosmic, affects [type], +50%.

Ghostdancer
__________________
My Twitter
My w23 Stuff
My Blog

Latest GURPS Book: Monster Hunters Power Ups 1
Latest TFT Book: Crown of Eternity

Become a Patron!
Christopher R. Rice is offline   Reply With Quote
Old 09-17-2010, 09:55 PM   #23
vitruvian
 
Join Date: Aug 2004
Default Re: Help creating life-draining touch ability?

Quote:
Originally Posted by Ghostdancer View Post
Well it is a bit of a grey area with the current books, but when GURPS Plant Magic comes out it will define it a bit more. Scott did a fantastic job with that by the way and I was very proud to be a part of that playtest.

I came across this problem a couple of years ago and pretty much ruled the same thing for my campaign that Kromm did.

Also if cost is a problem for Leech just make them alternate abilities of one another, or add Cosmic, affects [type], +50%.

Ghostdancer
Hey, I'm fine with the ruling, it's just totally not what I'd have ever gotten from reading the text of the RAW. Maybe it's implicit in the word 'beings'?
vitruvian is offline   Reply With Quote
Old 09-17-2010, 10:04 PM   #24
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: Help creating life-draining touch ability?

Quote:
Originally Posted by vitruvian View Post
Hey, I'm fine with the ruling, it's just totally not what I'd have ever gotten from reading the text of the RAW. Maybe it's implicit in the word 'beings'?
Yeah, that seems 'bout right.

Ghostdancer
__________________
My Twitter
My w23 Stuff
My Blog

Latest GURPS Book: Monster Hunters Power Ups 1
Latest TFT Book: Crown of Eternity

Become a Patron!
Christopher R. Rice is offline   Reply With Quote
Reply

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 11:33 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2020, vBulletin Solutions, Inc.