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

Notices

Reply
 
Thread Tools Display Modes
Old 03-21-2013, 03:36 AM   #11
SCAR
 
Join Date: Oct 2004
Location: Yorkshire, UK
Default Re: Divine Favor- specific Gods

Quote:
Originally Posted by Sunrunners_Fire View Post
The GM can do that, and it can do that without changing the point cost of anything because the very idea of requiring a reaction better than neutral isn't part of the advantage ... its' merely an added-on feature. Swapping out one feature for another feature doesn't change the point cost.

The GM, in this case, has decided not to do it that way. Awesome.
"The GM can do whatever they want" is a total copout answer.
I'm pretty sure people asking on these forums how they can do something in GURPS are looking for an answer that at least attempts to follow the rules.

Last edited by SCAR; 03-21-2013 at 07:56 AM.
SCAR is offline   Reply With Quote
Old 03-21-2013, 12:10 PM   #12
PK
Assistant GURPS Line Editor
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: Divine Favor- specific Gods

The rules already allow for a bonus or penalty to the reaction roll based on the situation and what's being asked for -- in effect, a modifier based on how likely the GM thinks the god is to grant this miracle. So there's nothing wrong with coming up with a list of gods and giving each one a set of balanced reaction modifiers regarding certain miracle types, or even specific miracles, like...

NERGAL (God of Death): +3 for damaging miracles, -3 for healing/restorative ones
JUPITER (God of Wisdom): +3 for informative miracles, -3 for blatant ones
HESTIA (God of the Hearth): +3 for Consecrate Ground, -3 for Holy Glory.

...and so on. Now, having said that, there's no functional difference between "+3 to reactions for this type of miracle" and "this type of miracle requires one reaction level less to summon." Similarly, you can map -3 to requiring one reaction level higher. So shifting required reaction levels (in a balanced way) is 100% kosher and supported by the rules, because it's the same thing, just phrased differently.

The only thing the GM has to be careful about is making sure that the bonuses and penalties don't become "meta" and are fairly balanced. For an example of the former, "+3 for minor miracles, -3 for world-shaking ones" is broken, as it's describing reaction categories, and the very existence of the modifier changes those categories. As for the latter, something like "+3 for subtle miracles, -3 for blatant ones" might seem fair at first, until you realize that nearly all miracles are fairly subtle (with a few exceptions, like Walk on Water) until you get to the huge, world-shaking ones (which are hard as hell to invoke, anyway).
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ)

MyGURPS: My house rules and GURPS resources.

#SJGamesLive: I answered questions about GURPS After the End and more!
{Watch Video} - {Read Transcript}
PK is offline   Reply With Quote
Old 03-21-2013, 12:36 PM   #13
Anders
Banned
 
Anders's Avatar
 
Join Date: Jan 2005
Location: Gothenburg, Sweden
Default Re: Divine Favor- specific Gods

Yes, like I said they are mathematically equal. I just failed my reading roll.
Anders is offline   Reply With Quote
Reply

Tags
divine favor, rules variant

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 06:10 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2018, vBulletin Solutions, Inc.