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Old 01-02-2012, 09:51 AM   #1
Humabout
 
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Default [DF] Powers Great and Small

I'm slowly piecing together a DF-inspired setting and was wondering if anyone has ever run that sort of game, but included the Cosmic Tiers from Powers Great and Small (GURPS Powers, p. 31)?

If you have, how did it play out, and if you haven't what's your impression of making some power sources more effective than others?
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Old 01-02-2012, 10:10 AM   #2
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Default Re: [DF] Powers Great and Small

I'd group it as:

Cosmic
Divine
Magic & Druid
Spirits
Bard, Chi & Ninja

Cosmic is obviously highest. Divine draws upon the power of the gods. Magic & Druid draw upon the existence of powerful naturally occuring fields. Spirits draw on very minor spirits. Bard, Chi & Ninja are the effects of special training.
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Old 01-02-2012, 10:26 AM   #3
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Default Re: [DF] Powers Great and Small

That's sort of ho wI saw it, but I was wondering if anyone thinks it would affect play. Would fewer players want ninjas because any other power source would trump them? Would people who favor certain wizard builds abandon them for clerics in order to grab a higher tier cosmic? Would the tiers not make much difference at all over the course of a game, and largely be a point sink (largely GM-dependent, of course)?

What sort of things should concern me about making powers inequal?
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Old 01-02-2012, 10:33 AM   #4
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Default Re: [DF] Powers Great and Small

Quote:
Originally Posted by Humabout View Post
That's sort of ho wI saw it, but I was wondering if anyone thinks it would affect play. Would fewer players want ninjas because any other power source would trump them? Would people who favor certain wizard builds abandon them for clerics in order to grab a higher tier cosmic? Would the tiers not make much difference at all over the course of a game, and largely be a point sink (largely GM-dependent, of course)?

What sort of things should concern me about making powers inequal?
The major thing I see is that inequal powers will mean adding Cosmic modifier to everything and everyone, so all the templates will be screwed up. Otherwise... yeah, you might get more clerics, but Power Investment would be 30% or something more expensive. That's a lot.
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Old 01-02-2012, 10:41 AM   #5
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Default Re: [DF] Powers Great and Small

Everytime I see that bit in Powers, I think to myself, "That would really fit <random idea>," but then when it comes to the implementation, I see what you just mentioned and shy away. I'm really trying to see if there's enough benefit to justify added level of complexity - especially in a game that's intended to be pretty simple.

[EDIT]
Fluff-wise, it is just as easy to say that regardless of how powerful a source is, its manifestation in the world is more greatly influenced by a PC's ability channel it. MEchanically, that's easily enough represented with the variety of talents we have at our disposal. And that simplicity usually serves as my justification for abandoning Powers Great and Small.
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Last edited by Humabout; 01-02-2012 at 10:44 AM.
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Old 01-02-2012, 11:51 AM   #6
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Default Re: [DF] Powers Great and Small

Quote:
Originally Posted by Asta Kask View Post
I'd group it as:

Cosmic
Divine
Magic & Druid
Spirits
Bard, Chi & Ninja

Cosmic is obviously highest. Divine draws upon the power of the gods. Magic & Druid draw upon the existence of powerful naturally occuring fields. Spirits draw on very minor spirits. Bard, Chi & Ninja are the effects of special training.
I don't really agree with the idea. In most of the source material, priests do not in fact blow away magicians. (If anything it's the reverse when it comes to evil magicians although there is a tendency for good magicians to be wimpy magicians.). And it's very, very hard to mess with the powers of someone who gets his woo-woo internally.
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Old 01-02-2012, 11:58 AM   #7
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Default Re: [DF] Powers Great and Small

Quote:
Originally Posted by Asta Kask View Post
The major thing I see is that inequal powers will mean adding Cosmic modifier to everything and everyone, so all the templates will be screwed up. Otherwise... yeah, you might get more clerics, but Power Investment would be 30% or something more expensive. That's a lot.
I would want a wizard if only for the freedom to do, learn, and cast as I please without having to justify myself to my boss.
Independent contractor for the win.
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Old 01-02-2012, 12:31 PM   #8
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Default Re: [DF] Powers Great and Small

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Originally Posted by David Johnston2 View Post
I don't really agree with the idea. In most of the source material, priests do not in fact blow away magicians. (If anything it's the reverse when it comes to evil magicians although there is a tendency for good magicians to be wimpy magicians.). And it's very, very hard to mess with the powers of someone who gets his woo-woo internally.
It's possible. I'm toying with a TL1 setting right now, and that's one where priests do blow magicians away. That possibly influenced.

What would your hierarchy look like?
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Old 01-02-2012, 04:16 PM   #9
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Default Re: [DF] Powers Great and Small

I generally put wizard above priest in my settings.

Wizard- directly access power for whatever ends you see fit.

Cleric- Your god accesses power, transmits it to you (flavouring it with the god's uniqueness), and you use that.

It's kinda like an ICE and an electric car powered by a gas generator.

Internal combustion engine accesses gasoline directly, gets results, efficency is low.

Electric car is ultimately still powered by burning gas, but the generator runs at peak efficiency and thus makes far better use of the same gas; however there are now multiple points of failure for the car to be driveable.

Similarly; the wizard directly uses ambient manna to work magic, but is not efficient at it compared to an immortal god entity.

Immortal god entity very effectively accesses ambient manna, and sends the power so derived to its worshipers, however if something interrupts either the dieties conversion of ambient manna to power, or the transfer of power to worshiper cleric spells won't work (IE- someone locks your god away, disrupts its power, your in low sanctity, etc). Upside, you don't need manna where you are RIGHT NOW, and it's generally easier to make sure your god is in a safe manna rich area, then it is to always adventure in such.
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Old 01-02-2012, 05:40 PM   #10
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Default Re: [DF] Powers Great and Small

Quote:
Originally Posted by Asta Kask View Post
I'd group it as:

Cosmic
Divine
Magic & Druid
Spirits
Bard, Chi & Ninja

Cosmic is obviously highest. Divine draws upon the power of the gods. Magic & Druid draw upon the existence of powerful naturally occuring fields. Spirits draw on very minor spirits. Bard, Chi & Ninja are the effects of special training.

There is Cosmic as a class of power in Powers and cosmic as a rule bypassing enhancement.

I'm reluctant to have a grater than the Gods class in DF in general, Perhaps Cosmic here should be labled True Divine and Divine Mortal Divine. With TD beyond PC use and only faced as Divine intervention events.
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