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Old 05-11-2020, 02:41 PM   #173
naloth
 
Join Date: Sep 2004
Default Re: GURPS Supers Alternatives

I'd suggest you make this a separate thread for a wider audience. This thread was to discuss a much different topic.

My comments to your stuff would be:

Quote:
Originally Posted by FlowersOfEdo View Post
One question I have about the "Gizmo as Weapons" section from Supers is what would be a fair method for determining maximum effect from non-strength based gizmo-weapons?
That's campaign driven. It's not about "fair" as much as it is about balance.


<snip>
Quote:
But what if your weapon's damage isn't based on your strength? How would you go about setting similarly fair guidelines for the Obscure effect of smoke pellets or the Affliction of gas capsules or the corrosion damage of a mini laser torche, all stuff that Batman might carry in his utility belt and use as needed?
If the effect is available as normal equipment, you can use gadget rules. If the effect requires points, modular abilities is a better fit. The number of points you have available for a "slot" will determine how powerful of an effect you can generate.

If you have a utility belt with 2 slots that can each hold an item with a 10 point ability, each ability that you use has to cost 10 points or less.
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