View Single Post
Old 11-23-2018, 01:42 PM   #4
Refplace
 
Refplace's Avatar
 
Join Date: Nov 2008
Location: Yukon, OK
Default Re: (n00b) Help with Detect Power

Quote:
Originally Posted by onetrikpony View Post
:embarrassed:

Somehow I skipped over that.

So,is it appropriate to write the power in such a way that Active Use of magic or psionics is equivalent to "Plain Sight"?
Sure, to get the difference in range requires GM judgement anyhow.
To me it makes sense that spotting spell casting could be done farther away than spotting the aura (or whatever) of a passive mage not using his ability.
I would also give a bonus for bigger spells, say +1 Per for every point the spell costs to cast (before reduction for high skill) with the default magic system.

As for Increased Range Mod vs. Acute Sense it depends where your going.
Acute Sense is cheaper on most detects and makes it easier to spot small or hidden things. Increased Range is likely more expensive but at larger ranges more efficient.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more!
My GURPS fan contribution and blog:
REFPLace GURPS Landing Page
My List of GURPS You Tube videos (plus a few other useful items)
My GURPS Wiki entries
Refplace is offline   Reply With Quote