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#8 | |
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Join Date: Jun 2013
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Quote:
*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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