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#181 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Making that mandatory feels artificial to me: ordinary people can get involved with adventures, although it's not advisable for them.
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#182 | |
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Join Date: Nov 2011
Location: South Dakota, USA
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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#183 | |
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Join Date: Nov 2008
Location: Yukon, OK
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Most if not all f those could be taken if its a spell or power for Allies, why not Contacts as well? |
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#184 | |
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Join Date: Nov 2011
Location: South Dakota, USA
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I am still of the mind that Contact makes the most sense as a Limitation on Ally; it is just now that I wonder if the Ally Advantage (and a few people have questioned its pricing) is in a similar boat. If the Frequency of Appearance for Allies was set up so that Constantly appearing becomes the baseline and then apply modifiers for Frequency of Appearance Rolls and/or the various appropriate Limitations... because in some cases both would apply! Actually, you probably already can do that for Allies, its just shifting the focus from the current "standard" rate of appearance to the "ideal" always there (just don't allow it when it doesn't fit the character/campaign) and re-evaluating the current value of Allies to see if it is indeed appropriate.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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#185 | |
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Join Date: Dec 2006
Location: Meifumado
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So I had an idea about how to redo Contacts from the ground up. All the point and percentage values are just rough top-of-the-head guesstimates, but I want to see what you think of the overall structure.
I started by saying that the main thing about Contacts is their contact with useful information, not their skill- although that can be added with Expert Knowledge. I realised that my ideas about Contact Networks and Institutional Contacts (not the best name, but anyway), were basically the same- instead of defining each Contact, you have a generic or modular source of information that changes when needed. I'm not happy with how Generic Contacts work in different geographic locations, but I thought the Area Class mechanic for Area Knowledge looked like a good place to start. I've borrowed Peter's correspondence idea, but folded it in with my own about hacker newsgroups, then spelled it out in Gurps-ese. I couldn't immediately think of a way of expressing the "hacker backdoor" idea or generalising it to a broader case, so I haven't included it yet. And I think the 5 point base cost might still be high, so I haven't actually addressed the cost issue per se, but it is an easier point to start from when fiddling the cost structure. I've dropped Reliability, and replaced it with Agreeability which covers some of the same ground, but a couple of extra modifiers could be added. I think the original Reliability was trying to cover too much ground, and actually included several different concepts. I haven't looked at Contact Groups, but I think they could be handled by a +50-100% enhancement to the Expert Knowledge modifier, depending on how many extra skills are added. Quote:
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Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! Last edited by Daigoro; 06-29-2014 at 04:29 AM. |
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#186 |
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Join Date: Nov 2011
Location: South Dakota, USA
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Daigoro, that seems like a good start at the very least (not like I have had a chance to test it to know for sure ;) ). Consider working out some of the more iconic examples: both to confirm the value seems appropriate and to make it easier to understand. While probably not an issue for people actually reading this thread, for some they really need to (or only really care) about worked out examples.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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#187 |
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Join Date: Mar 2008
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I like the Generic Contact and using the Area Knowledge penalties. That works quite well for the character who know someone everywhere.
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#188 |
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Join Date: Mar 2014
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What about adapting the "minimal intervention" limitation from Patron?
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#189 | |
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Join Date: Mar 2014
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#190 |
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Join Date: Aug 2007
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Failed a Fast Talk/Intimidation roll too. Senators aren't in the chain of command at all;
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Fred Brackin |
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