| Kuroshima |
12-29-2010 07:40 AM |
Re: Metagame 'tricks' in GURPS?
Quote:
Originally Posted by Darekun
(Post 1098312)
Potentially interesting idea — jargon copied from Shadowrun 2ed, mechanics copied from Consumable Signature Gear:
Karma Pool(5/level)
You have a pool of [Level] karma points. Each session, these refresh to full. You can spend a karma point from this pool in place of a character point to activate a transient rule like Influencing Success Rolls.
This way, a character who regularly uses such rules sacrifices a larger amount of power once, instead of a smaller amount of power on an ongoing basis. Other characters can still spend a smaller amount of power once to dip into the rule.
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Be careful with it. It will work IF you severely restrict what the CP can be used for: not to fuel advantages with the cost CP limitation (multiplies cost by 1/5, just like Alternate abilities). Also, be careful as not all the options are equally powerful (and beware of bullet time at 3 CPs. 1 ue of bullet time per session at 15 CPs is a steal).
Just a degenerate example:
Crushing Attack 60 (6dx10, cost 1 CP per use) [60]+Karma Pool 1 [5] means that you have a one use per session artillery-level attack per just 65 points
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