Re: GURPS Power-Ups 4: Enhancements
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Its certainly possible to use them both together (and, aside from point efficiency considerations, there are certainly uses for which one or the other is most straightforward), but there as far as modifying non-innate-attack armed and unarmed attacks, the overlap in what you can do with them is almost total. |
Re: GURPS Power-Ups 4: Enhancements
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I kinda like the powers systems, and everything that tries to institute its own private subsystem really seems rather superfluous, old-school to me. Divine Favor and Psionic Powers both are rather elaborate, yet basically just examples of the core advantages/enhancements/flaw mechanic. RPM has some major ties into the whole structure. Imbuements seem to me like Chi skills 2.0, never mind being rather specific. |
Re: GURPS Power-Ups 4: Enhancements
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My problem with Imbuements is that its too hard to figure out new ones, the whole thing seems rather arbitrary in figuring out costs and penalties. |
Re: GURPS Power-Ups 4: Enhancements
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As well, there are things that Imbuements do that are difficult or even impossible to do using powers. From PU1: Ever wanted to give a character the ability to make the longsword in his hand flaming or the arrows from his bow (or bullets from his gun) armor-piercing? For one particular magical or otherwise “special” weapon, this is relatively easy: buy the desired Affliction, Binding, or Innate Attack with suitable gadget limitations from pp. B116-117. But a few fictional heroes are capable of imbuing any weapon of a particular class – perhaps every weapon they use – with special properties. That’s a little more complicated! Quote:
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Re: GURPS Power-Ups 4: Enhancements
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Re: GURPS Power-Ups 4: Enhancements
True enough. OTOH, how long have Enhancements been around? IIRC, they date all the way back to the first edition of GURPS Supers, sometime back in the late 80s or early 90s; so SJGames has had over two decades to flesh them out. And they arguably date all the way back to the GURPS 3e core book's Psionics chapter, meaning that we're closing in on three decades of development. Imbuements haven't even been around for five years; so of course they're a comparatively immature technology.
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Re: GURPS Power-Ups 4: Enhancements
Agreed and others in this thread still like them and they do fill in a few needs even with the new enhancements in this book.
But for now as much as I like the idea I still find it a bit clunky. But then some of the early enhancements were so as well. |
Re: GURPS Power-Ups 4: Enhancements
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Sure, you won't ever get a truly homoiconic role-playing system, where everything boils down to one singular mechanic. Also there's the legacy thing, of course. It's just that to me, imbuements always struck me as a regression to those legacy mechanisms, adding something without a dire need for it. And without a good foundation for engineering your own stuff. I still don't see why it couldn't have been done like e.g. Divine Favor, where you have a introduction that lays down some basic, Powers-based framework and then the rest is special cases. Skills and techniques are heavily used in Psionic Powers, why not something similar? Don't get me wrong, there's certainly a market for this, and it's much simpler to get something out of a supplement than building your own. Not every group and/or campaign needs to totally embrace powers, as opposed to that four-letter generic system ;) I just don't want this to be the only solution, it should be possible to build it in a powers-based framework, and some hints on how to do that won't hurt. You don't eliminate Innate Attack from the system because you can do similar things with Magic… |
Re: GURPS Power-Ups 4: Enhancements
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When its just about damage rating, this isn't all that complicated. For imbuements that work like adding another attack with Follow-Up, these other factors are significant -- or, at least, were when PU1 was written. With PU4 (specifically, with Follow-Up, Universal), this is neatly addressed. PU4 makes Imbuements into more an issue of preferences in approach than one of doing something that the advantages-and-modifiers system of powers can't handle. |
Re: GURPS Power-Ups 4: Enhancements
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I do think that the Powers system could theoretically be improved so that you could easily do most of the things that Imbuements cover using it; but it would require a fundamental overhaul of the system that splits Modifiers into two basic types: fixed-cost modifiers that don't depend on the cost of the ability that they're modifying, and percentage-cost modifiers that do, with the latter being the exception (and still problematic with respect to what Imbuements handle). IMHO, that's too radical of a change for GURPS to make. Quote:
Finally, and this is probably the core of our disagreement, I don't consider the various powers-through-skill mechanisms that GURPS has to be legacy mechanisms. True, I'm not fond of the sometimes ad-hoc way in which the basic notion has been implemented; but that's a far cry from saying that such systems are obsolete and should be discarded. I'd rather go the other direction: establish a general-purpose "superhuman skills" system that's every bit as flexible as the powers-through-advantages system is, and then rebuild the existing powers-through-skill mechanisms using that. If you can get some synergy with the powers-as-advantages system, so much the better. Quote:
One proposal has been to use a Modular Ability to mimic the normal characteristics of the gun being enhanced, and then to apply the Guided enhancement to that. Not only is that expensive all out of proportion to the benefit that you would gain from this, but it requires you to declare a cap on how powerful the gun can be. Sure, you could set that cap at the most powerful gun you're going to encounter; but not only does that further inflate the cost, it also can't cope with the appearance of a firearm that's more powerful than what you thought the upper limit was. If the cost of Guided wasn't tied to the number of dice of damage done, it would be trivial to apply it to whatever weapon you happen to be holding; but that isn't the case. And even if you can get it to work by jumping through enough hoops, it would still be easier to handle it simply by taking the Guided Weapon Imbuement Skill. Quote:
Personally, I've become allergic to "one size fits all" systems; I prefer a toolbox approach that lets me use whichever system best fits my needs. All I ask is that those systems be reasonably compatible with each other. |
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