Re: GURPS Power-Ups 4: Enhancements
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I do understand that this is a matter of taste, don't get me wrong. Just like a lot of people like huge dice pools or polyehdral ones, or all the different and funky subsystems of early D&D. Maybe I don't trust game designers enough by wanting *one* system I can fully grok instead of their fiat. Any shrinks with Austrian accents here? Quote:
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Re: GURPS Power-Ups 4: Enhancements
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There are several possible approaches to each of these within the frameworks of the advantages-and-modifiers system, options for the first:
There are a few options for the second feature as well, but to me it seems that the clearly best is to add a Cosmic +300% enhancement to the advantage permitting the enhancement on a single weapon to allow to be used on any firearm the owner uses (this is very similar to the "Unrestricted Powers" Cosmic modifier in PU4, on p. 8.) Quote:
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Re: GURPS Power-Ups 4: Enhancements
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Of course, you'll first need to convince people that the lack of an Enhancement creation system is a problem. Quote:
I fully understand that a lot can be done with the powers-and-modifiers approach; and it is possible to successfully make it the centerpiece of an entire game system: both HERO and Mutants & Mastermnds have done exactly that. But when I want to play that sort of game, I break out Mutants & Masterminds to do so, because it does it so much better than GURPS does. I play GURPS when I want to do something that M&M can't easily handle. Quote:
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Re: GURPS Power-Ups 4: Enhancements
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So, can we talk about the lack of support for Imbuement creation now? Quote:
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Re: GURPS Power-Ups 4: Enhancements
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I like imbuements because it fits in with what I want to do, how I envision most of the 'powers' I come up with. I like having something that is flexible and can be combined as easily as imbuements. PU4 addresses adding enhancements to unarmed attacks and weapons but also states things you cannot do (like adding ranged to an unarmed attack is a no no). you can ignore those things, which in doing so makes imbuements somewhat less needed. but then you run into the next problem, cost. the cost for me adding affects insubstantial can be anything from 1pt to a lot. because the cost is based on an innate attack equivalent to your thrust damage (for unarmed). where as imbuements is just a skill. the trade off is your enhancement only works for your lower damage (if your damage went up) but it doesn't need a skill roll or cost FP, where as imbuements work no matter your damage lvl. I guess what I am trying to say is that, if you manage to work out how to do imbuements, taking out the needs a roll and FP and seeing the difference in mods, you would then have an answer to magic as well. which would be cool. also, using PU4 you can't turn one type of attack into another (turning crushing into burning or such). |
Re: GURPS Power-Ups 4: Enhancements
One step closer to my GURPS Exalted conversion... :D
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Re: GURPS Power-Ups 4: Enhancements
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Re: GURPS Power-Ups 4: Enhancements
I'm skipping the whole de gustibus parts here, as I don't really want to pollute the thread here any further. Talking about the properties of "ideal" systems really doesn't get us some where, and whenever I notice the urge to use programming language comparisons, it's better for me to hit the eject button ;)
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Re: GURPS Power-Ups 4: Enhancements
Sounds useful. I'll probably buy it, especially since RPK is usually very careful about not messing up previous rules by mistake.
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Re: GURPS Power-Ups 4: Enhancements
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Animal Empathy: Remote, +50%, [P48]; Specialized, (-40% (All land or all aquatic), -50% (one class), -60% (one family), -80% (one species)), [B87, P48]; Appearance: Universal, +25%, [B21]; Off-the-Shelf Looks, -50%, [B21]; Binding: Constricting, +75%, [P43]; Engulfing, +60%, [B40]; Only Damaged By (N of bur,cur,cr,cut), (+30% (1), +20% (2), +10% (3)), [B40]; Sticky, +20%, [B40]; Suffocating, +75%, [P43]; Super-Binding, +400%, [SU25]; Unbreakable, +40%, [B40]; Environmental, -20% (target touching) to -40% (surrounded), [B40]; One-Shot, -10%, [B40]; Catfall: Feather Fall, +20%, [P43]; Parachute, -30%, [P43]; Chameleon: Controllable, +20%, [P43]; Dynamic, +40%, [P43]; Extended, +20%/sense after first, [B41]; Always On, -10%, [B41]; Just a small section to gauge interest, format, and to make sure I wouldn't be posting TMI for SJG's liking. (and PK's not wrong, the full list is 730 entries (30,000 characters, nearly 4000 words) as plain text in this format, without any detailed descriptions!) I've compiled a list of all Special Modifiers (that I can find), for all the 4e books I own (most of them.) The list has the Advantage, and a list of Modifiers (Enhancements, then Limitations, Alphabetic within each of those subsections). Each Modifier lists the Name, +/-N%, and the Page Reference (s). For Modifiers which have multiple levels, most list the various levels and their respective %'s (see Animal Empathy/Specialised, and Binding/Damaged By.. above!), but there are a few which are just too complicated to list like that, so they still say 'Variable'! |
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