Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 06-16-2008, 10:36 PM   #141
cmdicely
 
Join Date: Aug 2004
Default Re: GURPS Power-Ups 1 is out

Quote:
Originally Posted by dataweaver
3 is a special case of 2 (Follow-Up is an Enhancement), just as changing damage type is a special case of switching out one attack Advantage for another.
No, 3 is not a special case of 2: by "a Follow-Up" I meant "An attack, affliction, etc., with the Follow-Up enhancement", not "the Follow-Up enhancement". None of the Imbuements add the Follow-up enhancement to an existing attack, some add another attack with Follow-up to an existing attack.


Quote:
+50% of what?
+50% is the value of this special version of the Follow-Up enhancement

Quote:
How is this even as good as what PU1 provides, let alone better?
"Good" in what sense? Its "good" (and "better" than PU1) in the ability to leverage just about any effect that you would want as an enhancement to the weapons effect that can be created with points-based abilities, whereas PU1 gives you a GURPS Magic-style spell list.

Quote:
And how is it in keeping with GURPS Powers?
How is it not?

Quote:
FWIW, GURPS Powers - indeed, Basic Set - already has a mechanism for being able to switch out one attack advantage for another; it's called an Alternate Attack.
A weapon isn't "an attack advantage", since it is not bought with points.

Quote:
If you're wanting to work within the GURPS Powers framework as you say, shouldn't you be using something along those lines as the analog of the Transforming Imbuement skills?
If you wanted to buy all weapons as gadget-based powers, sure; but then if you did that, there is no need for any extension to Powers at all, you just use Powers as-is with no extensions. OTOH, if you wanted to handle what Imbuements handles, while ignoring the factors it ignores (notably, the value of the weapon it modifies as an attack), while building an advantage-based system for modifying mundane weapons that fits structurally in with Powers and lets you leverage point-based GURPS abilities for the enhancement effects, you would do something other than Alternate Attacks/Abilities. What I present is one way do that. Its not the only one, and it may not be the best.
cmdicely is offline   Reply With Quote
Old 07-10-2008, 09:49 AM   #142
younglorax
 
younglorax's Avatar
 
Join Date: Oct 2007
Location: Richmond, California, USA
Default Re: GURPS Power-Ups 1 is out

So, I caved in and bought it.

It's a damn good read! I found so many things in there that I had thought "well, how would I do that??" about in the past.

Sooo much awesome in so few pages for so little money. I approve!
younglorax is offline   Reply With Quote
Reply

Tags
fp for effect, fp for skill, imbuements, power ups

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:05 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.