02-23-2011, 11:45 AM | #41 | ||
Join Date: Aug 2004
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Re: GURPS 4e True Blood
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Thinking of the desired changes as two Quirk-level traits looks to me like it is understating the effect. False memories should usually count as at least a -5pt Delusion, I think, unless they are quite trivial. The Amnesia does seem like something less than the -10pt version in Basic, but, referencing RPK's Mindwipe ability again, he uses Total Amnesia (the -25pt version) to achieve a similar result. Quote:
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02-23-2011, 12:22 PM | #42 | ||
Join Date: Mar 2006
Location: Iceland*
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Re: GURPS 4e True Blood
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The entire reason for limitations is to emulate an ability from fiction or make sure that the ramifications of an ability logically result from the in-setting rationale behind it. To take an example that I've encountered time and time again, I find it somewhat preposterous that you can buy DR 60 against everything for the same price as you can buy DR 100 against fire only*. It is basically a punishment for the player who bought a more colourful and interesting ability, probably one that fits a theme for his character. "Nah, sorry. I know that your ability is useful about 1/100th of the time that general DR is, but the rules still say it costs 60% of full price." As a general philosophy, the idea that someone cutting utility for his power in half should count himself lucky to get a -20% cost break is not one of which I am particularly fond. *Which might represent around 1-3% of total attacks directed at the party as a whole, but unless the PCs never face enemies with any idea of their powers or history, the flame-resistant character will face fire attacks even more seldom than this. Quote:
They won't make the victim your devoted ally. They won't convince it that its friends have betrayed it. It won't do any of the nifty things that Conditioning does. All it does it make No Memory more useful, because you can use it on others than hobos and drunks who won't notice gaps in their memory.
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02-23-2011, 01:13 PM | #43 | |
Join Date: Oct 2007
Location: Vermont
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Re: GURPS 4e True Blood
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02-23-2011, 03:12 PM | #44 | ||
Join Date: Aug 2004
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Re: GURPS 4e True Blood
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There are occasions when, IMO, Accessibilities and related limiters do not accurately reflect how much an ability is being hindered by a negative modifier. These generally are situations where the hampering condition is unavoidable or very difficult to avoid. For such cases, I have houseruled that the limitation is actually the percentage of the time the ability is impacted by the mod (this usually amounts to an estimation on my part). The situation you point out with Limited Defenses is like this. Using my own guidelines, I might say for a particular setting that fire/heat attacks will likely only come up about 20% of the time. Since the player will usually not know in advance if his limited DR is going to be useful or not, it would probably justify a -80% limitation on the price. However, unavoidable situations like this are not really common. An ability that is 'Only usable at night' is not so limited when the owner can simply adjust his schedule to be active when the ability is available. Unreliable limitations on abilities don't mean that you only get the use from it suggested by converting the Activation # into a percentage, because trying again the next turn (at the cost of a FP) or even a couple of turns later often doesn't hurt the user... that is, there are often situations where the immediate failure to activate is unimportant so long as you can get it work in a reasonable time. The limited command set for MC (or Conditioning, ITC) is like this. Sure you are restricting the number of possible things that could be done to some small subset of all things possible with that enhancement, but the functionality is not reduced by as much. The clever character will seek to manipulate the situations where he is using his MC ability, so that the limited set of commands will suffice to get he job done. It's the expectation of such optimizing behavior that warrants the seemingly low discounts for those situational limiters. Quote:
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02-24-2011, 08:01 PM | #45 | ||
Join Date: Mar 2006
Location: Iceland*
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Re: GURPS 4e True Blood
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Ordinary Mind Control can do an X number of very useful things. Mind Control with No Memory can do these things and one moderately useful thing, for a total value of X+y. Mind Control with Conditioning can do all the things normal Mind Control can do and it adds a vast number of other interesting abilities, which allow for stuff that normal Mind Control could never do. The value of this is fair at X+Z. I just think that being able to do Mind Control stuff plus two moderately useful things should have a value between X+y and X+Z, preferably closer to +y than +Z. In other words, a new Enchancement worth +20% called False Memory might be just what I was looking for.
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02-24-2011, 08:41 PM | #46 | |
Join Date: Aug 2004
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Re: GURPS 4e True Blood
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02-24-2011, 08:45 PM | #47 | |
Join Date: Mar 2006
Location: Iceland*
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Re: GURPS 4e True Blood
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On the other hand, I was trying to construct a similar ability in GCA and found myself stumped. So, now I'll just add the new +20% Enhancement and be satisfied. Well, for this. The things that the blood does is another matter. Really complex build.
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hbo, television, true blood, vampires |
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