View Single Post
Old 11-16-2013, 11:07 AM   #14
Refplace
 
Refplace's Avatar
 
Join Date: Nov 2008
Location: Yukon, OK
Default Re: GURPS Thaumatology: Chinese Elemental Powers

Quote:
Originally Posted by Kuroshima View Post
I still have to give it a through read, but my initial impressions is that while good, it lacks the spark of genius that made psionic powers and divine favor so awesome. It's conventional, it doesn't really have an inspiring central mechanic that sets it appart from standard powers builds.
So would using the AA mechanics like Divine Favor does have mae it better for you?
It is trivially easy to do, here is an example.
Name of ability, base cost/5= AA cost if its an alternate of another ability of the same or higher cost.
Wood
catapult hand 9/5=2
Club Fist 8/5=2
Endurance of Bamboo 33/5=7
Forest Walking 14/5=3
Ivy Climb 15/5=3
Root Grip 4/5=1
Skin of Oak 7/5=2
Touching the Spleen 11/5=2
Wood Frame 13/5=3
Blowing Leaves 5/5=1
Commanding Wood 16/5=3
Knowing Hidden Vegation 18/5=4
Storm of Wind 23/5=5
Tangling Vines and Branches 25/5=5

Going back to my Control Magic construct I would do this with Control as the typical base power.
So...
Commanding Wood Rank 1 [16] allows 9 of the above as alternates.
Commanding Wood Rank 2 [32] Allows 3 more
Commanding Wood Rank 3 [48] Allows all of the above powers as alternates and most can be leveled up.
I would have liked to see this in a "Power Ups" section for High fantasy or Supers games but it took me just a few minutes to do the above and it was rather obvious so might have been wasted space.

Remember the two comparisions you made did not come up with any new mechanic either.
Divine Favor just used the AA and a list of powers with minimal interconnection (hence it replaced a description word count like much of Chapter 1 and 2 here with more space for additional power builds.
The one thing it did I doubt many of us had thought about was use patron as the base power and come up with some complicated rules to break that up using reactions and such.
But the AA mechanic that is the core of the book was in Powers.

Psionics used the same rules from Powers as well but I liked it becasue it gave greater exposure to a few rules I had largely ignored and would not have used much (if at all) outside a Supers game. However seeing how there broken down into skills inspired other things.
__________________
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