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#1 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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The problem with the POW characteristic is that it ends up being impossibly complicated and/or expensive. For instance, it gives ability in three different domains of magic, willpower and Destiny/Fate/Luck Points. That's three power talents (10/level each), Will (5/level) and Destiny Points (5/level). So... 40 points per level. That might work in a 400-point supers campaign, but in a more ordinary fantasy campaign (100-300 points), it's just too expensive.
The other way to go the GURPS Voodoo route, and build a complicated hierarchy of powers. That might work, but I don't know where to start.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#2 |
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Join Date: Oct 2004
Location: The former Chochenyo territory
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You may be able to simplify it by making some aspects of POW into campaign features.
I would make Power its own stat at 20/level, with Will deriving from it, and the following as campaign features:
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My gaming blog: Thor's Grumblings Keep your friends close, and your enemies in Close Combat. |
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#3 |
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Join Date: Aug 2004
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I don't have anything to post right now regarding Power, as my old RuneQuest stuff is all stored away, and I haven't bought any edition of the game since the 3rd. Just as a friendly note, you might want to add a [RuneQuest] tag to the titles of threads regarding such game-mechanical issues, since POW is not a uniquely Gloranthan concept.
Which edition are you working from? |
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#4 |
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Join Date: Jul 2006
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I also recall POW giving penalties to things like hiding and disguise ... it's a really wierd, complex stat. Sort of reminds me of the original idea of mana.
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#5 | |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Quote:
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! Last edited by Anders; 09-17-2014 at 09:47 AM. |
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#6 | |
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Join Date: Jun 2013
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Quote:
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#7 |
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Join Date: Sep 2004
Location: Spokane Valley, WA
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I have recently been converting some NPC's (my dimension-hopping game is going to have to explore the Rainbow Mounds) so this is rather timely.
I decided to just make POW an ER (magic only) and really just ignore the other elements of the stat. I guess it wouldn't hurt to give a character who has a high POW in RQ Luck at some level (or Unluckiness for low POW). I am going from classic 2nd edition RQ and haven't really read through 6th edition very closely.
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Check out my GURPS-y blog, World of Domibia |
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#8 |
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Join Date: Dec 2007
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#9 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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This is a spin-off from this, which I forgot to link to. Purple Haze argued vigorously for the unity of POW in Glorantha.
Edit: PH argued that the unity of POW was essential to the setting.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#10 | |
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Join Date: Nov 2005
Location: Yelm, WA
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Quote:
You can go with the RQ POW idea and essentially create the "Wild Card magic attribute", but the point cost needs to take that into consideration. However, there's no reason you can't follow the GURPS baseline of granularity. If in RQ someone with a higher POW can be detected by spells or a POW sense or skill, then you could just have a reference stat that combines the various elements into a "score" used specifically for that purpose. Just like figuring out combat stats before play. Maybe come up with penalties or bonuses based on the range of scores. Of course, you should determine what spells or skills allow this.
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Trentin C Bergeron (trechriron) |
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| Tags |
| glorantha, runequest, traits |
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