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Old 04-23-2024, 10:10 AM   #1
pawsplay
 
Join Date: Sep 2007
Default Re: Sorcery Techniques for Hard Core Improvization

It's already a zero-cost enhancement on the whole sorcery shebang, proposed for playability and storytelling reasons. I think offering such a technique might, indeed, be unbalancing.
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Old 04-23-2024, 11:08 AM   #2
Varyon
 
Join Date: Jun 2013
Default Re: Sorcery Techniques for Hard Core Improvization

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Originally Posted by pawsplay View Post
It's already a zero-cost enhancement on the whole sorcery shebang, proposed for playability and storytelling reasons. I think offering such a technique might, indeed, be unbalancing.
I've always been under the assumption the Hardcore Improvisation rules were basically just an application of Godlike Extra Effort from GURPS Powers, perhaps with a few tweaks for ease of use, but haven't ever really done a proper analysis of it.

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Originally Posted by Silverblade View Post
Extra Will is [5]. Extra Will (-xx%, Limitation: only for Hardcore Improvisation) would make it even cheaper (not sure by how much), plus you wouldn't have the bookkeeping on various techniques.

I think Sorcery techniques would make it more complicated, and even more expensive in the long run....
I would think of such "Techniques" as essentially a way to gradually buy the spell as a Known Spell, making it easier to "improvise" as you go until you have invested enough to actually just outright know it and can cast it without issue. I'd personally be inclined to eyeball Hardcore Improvisation Only as a -40% Limitation on Will, so that would be [3]/level. A generalist may often be better off investing in such a trait, but it still seems like there would be room for at least one "Partially-Known Spell" that you're in the process of making a Known Spell.
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Old 04-23-2024, 11:15 AM   #3
pawsplay
 
Join Date: Sep 2007
Default Re: Sorcery Techniques for Hard Core Improvization

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Originally Posted by Varyon View Post
I've always been under the assumption the Hardcore Improvisation rules were basically just an application of Godlike Extra Effort from GURPS Powers, perhaps with a few tweaks for ease of use, but haven't ever really done a proper analysis of it.
Yes, in form, but Extra Effort doesn't normally let you create a new Alternate Effect. It's allowed for Sorcery because you already have your little improvised spells, and you already have a lot of alternate effects. So the aggregate value isn't huge, but it is a freebie.
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Old 04-23-2024, 11:55 AM   #4
Silverblade
 
Join Date: Nov 2004
Location: Germany
Default Re: Sorcery Techniques for Hard Core Improvization

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Originally Posted by Varyon View Post
I've always been under the assumption the Hardcore Improvisation rules were basically just an application of Godlike Extra Effort from GURPS Powers, perhaps with a few tweaks for ease of use, but haven't ever really done a proper analysis of it.
The author (Sorry I forgot his name - Raven picture? Rice?*) said it was just "Using Abilities at Default" from Powers, p. 173.

*It was Jason "PK" Levine.

Edit again - Levine wrote Sorcery, but the question was indeed answered by Rice:

https://forums.sjgames.com/showpost....11&postcount=2

Last edited by Silverblade; 04-23-2024 at 12:05 PM. Reason: Found authors name
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