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#1 |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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My gut reaction is that [50] is probably fair. That buys you up to ST 10 TK, and that's where post people start. You could argue for [60] because everyone is going to then guy up that attribute, I suppose, but I think TK is underutilized as it is, which inclines me to be generous
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#2 | |
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Join Date: Jun 2013
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I was hoping maybe there was something already in the books for this (possibly in Psionic Powers), but if not, I think the above will work for my purposes (although if someone has another idea, feel free to suggest it). Thank you very much for the suggestion. *The base ability granted by a Wand is treated as being worth [10] - it's essentially Crushing Natural Weapon (Ranged +100%) [10], and treating this as the base cost rather than the default [5] of such. So every +10% would be worth [1]. An argument could be made that a separate Advantage like TK would be built as an Alternate Ability, meaning -1 would be enough for an Advantage worth [5], -2 for an Advantage worth [10], and it would be -1 per [+1] thereafter. I haven't come to a decision in this regard yet, but it's something to consider. I also intend for the TK to function differently than the default - it's visible, starts at the Wand and has to Move to the target, and can be targeted (having HP equal to its effective ST and being destroyed at 0 HP - but a Concentrate can restore a damaged one to full health instantly, or a new one can be conjured up). I haven't worked out all the Limitations involved - and thus how this might influence the price (or if I'll tack on some Enhancements to make up for them) - but at the very least I needed some idea on how to base it on QN rather than just saying "You can take levels up to QN."
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GURPS Overhaul |
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#3 |
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Join Date: Oct 2024
Location: There's a head attached to my neck and I'm in it
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And how about stretching, with force extension? it can't be damaged, but temporary damage can be a limitation
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#4 |
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Join Date: Jun 2013
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While certainly not a bad outside-the-box option, I still want this to be able to function like TK, including being able to do things like go into locks and manipulate them from within (which Stretching isn't going to be able to do). Additionally, I intend for it to serve as the basis for a fairly simple "Conjure Elemental" type spell, creating a servitor that works off your subconscious, and TK is a much better fit for that than Force Extension.
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GURPS Overhaul |
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#5 | |
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Join Date: Oct 2024
Location: There's a head attached to my neck and I'm in it
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Just a suggestion. Another one, a little bit silly one. Maybe not little bit What if QN is TK? And everything else is based on TK. TK should probably cost more after that, I would say +100%, maybe. |
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#6 | |
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Join Date: Jun 2010
Location: Dreamland
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#7 | |
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Join Date: Jun 2013
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*Visible is -20%. I feel the ability to target it like for Binding is probably worth another -20%. The fact it has to start within the Wand's Reach and then Move to its destination (rather than you being able to just instantly dictate where within 10 yards the effect manifests), with the side effect that if you move outside of its range it vanishes (if you're moved out of range outside of your turn, you can declare you'll use a Concentrate to move it toward you on your next turn, and if it can get within Range, it sticks around) is worth either -10% or -20%. So we're looking at either -50% or -60% worth of Limitations, which changes things to either -1 per 4% QN or -1 per 5% QN. If allowing for the first [10] to be priced as an Alternate Ability, that means either the first -1 is worth 20% QN and the second -1 (total -2) is worth 40% QN with +4% per -1 thereafter, or the first -1 is worth 25% QN and the second -1 is worth 50% QN with +5% per -1 thereafter. I'm leaning more toward the latter in both instances, as multiples of 5% tend to be easier to deal with than multiples of 4%. In cases of fractional QN, I'll probably round down for determining damage but will use the full value for calculating BL (someone with QN 17 that uses TK at 50% QN would have effective QN 8.5. That rounds down to 8 for damage, so thr 1d-3 sw 1d-2, but BL is 14.45, not the BL 12.8 that would be for QN 8). **Personally, I feel a Multi-Weapon Strike should simply be at -2 per strike. So -4 for two, -6 for three, -8 for four, etc.
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GURPS Overhaul |
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#8 | |
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Join Date: Oct 2024
Location: There's a head attached to my neck and I'm in it
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Okay, I reread and it's nothing I thought of at first (sorry, headache got me), you create an entity that can carry and pick up stuff. So, it's animation but without need of an object? Like half the limitation or look at trigger(or accessibility, i don't remember which one I use for necromancers). Never seen animation in action. I would leave my train of thought, maybe you would find it useful. For the cost per level. One time I tried to make a magic system with fatigue cost instead of skill. I asked couple of people on there opinions. And it was overly complicated. -1 per 5% sounds reasonable, better than 4. But -20/-20/-5 sounds not that good. You can make it n% free and +5% per -1. Or something. Like extra effort for psi powers. Best system type is easy to learn hard to master. I hope i made sense at least somewhere:) |
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#9 |
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Join Date: Jan 2006
Location: Ottawa, Canada
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Just to add another consideration, I believe the rules are that when you want to add an enhancement to your natural body (instead of to an advantage), you simply assume you're adding the enhancement to your ST as though you were pricing it from ST 0, but you only pay the enhancement value.
So, for example, Affects Insubstantial is +20%. If you want for your body to affect insubstantial, if you have ST 10, had you priced it starting for ST 0, that would be 100 points, so +20% to 100 points is 120 points. The difference is 20 points, so Affects Insubstantial as an ability for your natural body is worth 20 points. TK is sort of like adding Ranged to your ST. Ranged is +40%. Assuming ST 10, that would make it give it a value of [40]. This is not perfect, however. You have a 1/2D range (so maybe 1/2 ST?) and Ranged to ST can't go through objects to affect something inside another object like TK can. So it would cost more than [40]. So I don't have a precise value using this method, but it does show that you're roughly in the same ballpark. Frankly, I wouldn't be surprised if the value of TK was calculated this way in the first place, where they decided TK ST 10 of an average human would be 50 points (roughly a +50% enhancement to natural ST) and then divided by 10 to get the cost per level. (Edit: on the other hand, I likewise wouldn't be surprised if it was just a happy coincidence) |
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#10 | |||
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Join Date: Jun 2013
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For improvising Advantages, such as the TK we're looking at here, it's instead -1 per [1] - because the base ability the Wand gives you is worth [10], so each +10% would add on [1] anyway. Quote:
In the first case, that implies the additional benefits of TK are worth +10%. In the latter case, that implies the additional benefits of TK are worth +25%. I'd lean more toward the latter.
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GURPS Overhaul Last edited by Varyon; 11-26-2024 at 11:47 AM. |
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