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Old 04-22-2013, 03:11 PM   #25
kirbwarrior
 
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Join Date: Jun 2010
Location: Dreamland
Default Re: Different Cosmics

Quote:
Originally Posted by Sunrunners_Fire View Post
To change it so that you require {NDRR, +100%; Cosmic PM, +50%} instead of {Cosmic (NDRR), +100%} in order to get a cosmic power that doesn't require a dice roll in order to successfully use?

It has the potential to cause confusion when dealing with traits that are intended to be both cosmic powered and to have rules exemptions, as you can't reasonable separate out the two things when dealing with official/published traits seeing how Cosmic PM is a baked-in freebie on anything with Cosmic enhancements.

(There are no Cosmic (_foo) enhancements valued at less than +50% that I'm aware of.)
I know it wrecks some published material (but almost every houserule does; separating Will and Per from IQ requires new templates in DF, for instance). My main concern is that I want to remove the free lunch. Either by making Cosmic PM it's own, standalone thing, so that NRR and Cosmic are two different things, or by limiting NRR so it doesn't have Cosmic attached (which might just be 50%, but seems pretty cheap). I don't know which way is better.

(As for Cosmic PM, it's a combination of 'Cosmic Power +0%' and 'Generic Rules Exemption +50%'. Being part of a power is normally 0%, but PMs almost always have something attached.)
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Originally Posted by cosmicfish View Post
While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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