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#1 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Q: Why are Reaction Modifier advantages affecting almost everybody as cheap as 4-5 points per +1? They seem to be better than Talents when it comes to modifying Influence Skills (or so it seems).
A: No they aren't. Reaction Modifiers only add to Reaction Rolls and Influence Attempts; they do NOT add directly to Influence Skills. An Influence Attempt is specifically an attempt to roll an appropriate Skill to replace a Reaction Roll. Other uses of Influence Skills, such as predicting the outcome of a conversation (Diplomacy), distracting a mark with a deception (Fast-Talk), or deciding if an attire is appropriate for a person of high society (Savoire-Faire (High Society)), do not get such an automatic bonus (but the GM has the final say, as usual). Q: Why don't you have a Social Combat system in Social Engineering (or elsewhere)? Is it really that hard? Or did nobody truly get this idea by now? A: Quote:
Last edited by vicky_molokh; 08-31-2017 at 10:24 AM. |
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#2 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Q: Can I buy up Techniques and Skills from a Wildcard Skill?
A: Yes and yes. Skills covered by the Wildcard are treated as if they default to it, and can be raised at the appropriate cost. Techniques work as they always do. Notice that raising more than two 'normal' skills per Wildcards, or raising more than 3 Techniques per 'normal' skill, is almost always a waste of points. |
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#3 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Q: Why are many write-ups of monsters and opponents left with no templates/point values/etc.?
Quote:
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#4 | |||||
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Some notes on Will, inspired by a recent thread. Might come in handy some day.
Quote:
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#5 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Q: Please resolve an ambiguity - do Side Effects work based on Injury, or on Penetrating Damage?
A: Penetrating Damage. Last edited by vicky_molokh; 07-24-2012 at 09:04 AM. |
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#6 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Q: Could you clarify the details of immediate HT checks for unconsciousness at 0 HP and the periodic checks that follow?
A: Quote:
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#7 | |||||
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Q: Summonable Allies - how long do they last, can they be summoned/de-summoned repeatedly etc.?
A: Generally, there are two flavours of Summonable - the Classic (as intended by Basic Set) and Spell-Like (emulating spiritual predecessors of Dungeon Fantasy, computer games etc.) Here are some details: Quote:
Spell-Like assumes a Concentrate manoeuvre is enough to summon an ally in combat, behinds someone's back etc. Classic assumes that once you de-summon an Ally, you have to wait until the end of the Adventure. With Spell-Like, there is no such drawback. More from Kromm: Quote:
Last edited by vicky_molokh; 08-23-2012 at 02:56 PM. |
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#8 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Q: How do Alternative Abilities and Compartmentalised Mind interact?
A: While this may not be evident from the RAW, Kromm spoke thus: Quote:
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| Tags |
| aura with area effect, auras of power, bow, faq, heals fp, heals fp only, kromm explanation, rapier wit, ufaq |
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