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Old 11-26-2024, 11:37 AM   #11
Varyon
 
Join Date: Jun 2013
Default Re: "Based on (Attribute)" Telekinesis

Quote:
Originally Posted by Flowergarden View Post
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.
Hmmm... yeah, Animation makes a lot of sense. We might be able to justify saying the fact the character is able to conjure up the "object" to be animated is balanced by the fact that it both cannot be used to animate existing objects and that it's restricted to starting within the Reach of the Wand. In that case, -20% would indeed be appropriate, as I intend for the animated object to be able to fly.

Quote:
Originally Posted by Flowergarden View Post
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:)
The base of the system is actually my old Imbuements Alternative, where you pay 1 FP (QP when using Quintessence) to add an Enhancement to an attack, taking -1 to skill for every +10% worth of Enhancement. There's a further option to avoid paying FP (QP) but doubling the penalty, basically making it -1 to skill for every +5%. You can alternatively opt to pay more FP (QP) to reduce the penalty further - double cost is halved penalty, triple is 1/3, etc. I haven't actually decided how I'll ultimately have it work out, however. Given the investment needed (ignoring the necessary investment in QN - because it has other applications - you use the lowest of base Manashaping skill, an elemental skill if using something other than Force/Neutral, and the actual skill you're using - Innate Attack for ranged strikes, weapon skill for melee strikes, Lockpicking to pick locks, Esoteric Medicine/First Aid/Physician for healing, etc - meaning they all need to be at comparable levels (although I may have the penalty only apply to Manashaping), plus I may call for an Enabling Advantage akin to Magery - maybe even leveled, where how many levels you have limits how large of an Enhancement you can apply), I'm considering having it be -1 per +10% at no cost, then each FP invested reduces the penalty by half (round down) or eliminates -5 worth of the penalty, whichever is a lesser adjustment. This would basically mean 1 FP halves it up to -10 (+100%), 2 FP eliminates it up to -10, and for larger penalties each FP is simply a +5 (but this cannot get effective skill above +0). In addition to this, a mage can learn Techniques to offset the penalty for specific Enhancements, up to enough to negate up to half the penalty (round up). So, with the current numbers, TK at full QN would be at -12 to skill (-1 for the first 25%, -2 for the second 25%, -1 per +5% thereafter). If the character invested into a TK Technique, this could be reduced down to a -6 to skill - and spending 1 QP would make it only a -1 to skill.

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:
Originally Posted by Kallatari View Post
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)
Looking at it, TK has a Range of 10 yards. I'm not certain if it's meant to take Range penalties, but assuming it isn't, you could make ST function kinda like that with Ranged +40% (giving it Range 10/100) and Jet +0% (changing Range to just 10 but eliminating Range penalties - it functions like a melee attack). If it is, that's either just Ranged +40% (with being restricted to just Range 10 being worth +0% as Reduced Range cannot apply to Max alone) or, with a bit of trickery, Ranged +40% combined with Increased Range 10x (1/2D Only) +15% and Reduced Range x1/10 -30%, for net +25%.

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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Last edited by Varyon; 11-26-2024 at 11:47 AM.
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