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#21 |
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Join Date: Sep 2007
Location: Copenhagen, Denmark
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Allright, thanks! And yeah, I'm lucky in that regard :)
Thanks for the comments everybody. I'll look at posting an updated version within a couple of weeks.
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Click here for GURPS: Witchers and their World! My GURPS: The Witcher project. |
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#22 |
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Join Date: Sep 2007
Location: Copenhagen, Denmark
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Hi. I'm trying to make the Signs as powers, but I'm running into trouble.
Aard and Igni are easy to make as Innate Attacks, but I'm having ALOT of difficulty figuring out what to do with Axii, Heliotrop, Igni and Yrden. Anybody?
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Click here for GURPS: Witchers and their World! My GURPS: The Witcher project. |
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#23 |
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Join Date: Sep 2007
Location: Copenhagen, Denmark
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Bump - new version is up. Most should be in order now. I can't figure out how to do all the Signs as powers, so those will remain unchanged, until I figure something out.
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Click here for GURPS: Witchers and their World! My GURPS: The Witcher project. |
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#24 | |
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Join Date: Aug 2005
Location: Denmark
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Quote:
Personally I would make it a leveled power so it contains some fixed enhancements/limitations and a fixed cost per level. But then at the same time make it customisable, so for instance with Aard, one could focus on Area or knockback value or simply take more levels for more "damage". I've done the same before with some "magical" abilitites for another setting and it worked great, gave the players the freedom to get what they wanted while still keeping it within the style of the powers. --- All Signs cost FP, right? But can they otherwise be used as much as you like. Do they need handsigns, or spoken words? Do they need you to take a concentration action or is a simple attack actio nenough? The different signs I can remember are limited to: Aard: Knockback, area effect, little or no damage. Ign: Fire damage, limited area effect. |
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#25 |
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Join Date: Sep 2007
Location: Copenhagen, Denmark
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The Signs and what I want them to do is in the compendium in my sig :)
They require gestures, but no spoken words, and they don't require concentration! So if you could a) have a look at it, or b) point me to where in the Basic Set where I should look, I'd be glad. Problem is, only Igni and Aard are standard attacks. Axii is a charm effect, Heliotrop protects against magic, Quen makes a protective bubble, and Yrden makes traps.
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Click here for GURPS: Witchers and their World! My GURPS: The Witcher project. |
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#26 | |
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Join Date: Aug 2005
Location: Denmark
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And in addition they do not follow normal GURPS rules (example: normally knocback distance is based on "damage" vs. ST, and you get a DX roll at -1/y knocked back to keep standing). --- Before trying to recreate them using powers we need to figure out a few things. First off is: I would suggest you do not try to replicate it's exact abilities in the game/books "to the letter" but rather jsut keep the general feel and ability of them. Secondly: It might be a good idea to figure out roughly how many points it may costs, the rough powerlevel we are aiming at. Is a sign supposed to be only 5 pts per level, so it only costs 25 pts to be "the best there is" in a single power? Thats not very many points for mastermanship. But it allows any witcher to master all of the signs for only 150 pts. Are all experienced witchers supposed to be good at all the signs? What points-level do you expect a witcher game to be played at? Third and last: "Signs cannot be used while wearing armor of material heavier than leather!". For one "heavier" doesn't make much sense as a leather comes in many variants, where the heaviest leather is heavier than chain or even some plate armour. It sounds all too much like an artificial D&D/Computer game excuse for making balance. GURPS handles this by basing spells on FP, and wearing heavy armour (steel, iron, leather or kevlar) is all heavy and would so drain your FP jsut as Magic does, so you usually have to choose. So there is no reason for this limitation. Last edited by Maz; 09-10-2009 at 07:24 AM. |
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#27 | ||||
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Join Date: Sep 2007
Location: Copenhagen, Denmark
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So I guess we're aiming at 5-10 points per level... It wouldn't bother me if they had differantiated cost - that is, Aard maybe costing 5 points per level, and Yrden 10, for example? Quote:
I found out I was running this campaign the week before we had to build characters - which means both the Redania setting and the rules were developed in one week (while I was both working and studying). Slipups such as that one should be removed now, with the exception of the armor limitation (which I didn't notice was still there). I appreciate your help very, very much! I would be great if I could perfect the compendium, and as I'm probably going to spit out more of these kind of projects, it's probably good that I get the full understanding of the rules now rather than later. - Casper PS. Can you point to the relevant chapters in the Basic set? I'll read those, then try to make the Signs and powers, and you can maybe take a look at them then?
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Click here for GURPS: Witchers and their World! My GURPS: The Witcher project. |
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#29 | |
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Join Date: Sep 2007
Location: Copenhagen, Denmark
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My players realise the compendium was a first draft, and a few things are going to be changed for tommorow (where we'll play for the first time). But it only really matters for the witchers - of which I have one in my group.
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Click here for GURPS: Witchers and their World! My GURPS: The Witcher project. |
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#30 | ||
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Join Date: Aug 2005
Location: Denmark
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The word powers is used to describe advantages (Innate attack, DR, Detect and so on) that are modified using enhancements and limitations. So really a "power" is any advantage in the Basic set. The most important chapter for creating "powers" are the one right after Advantages, the one about modifiers; limitations and enhancements. However to really start playing around with "powers" you should get "GURPS: Powers", it is all about playing around with, and modifying existing advantages. But it's probably not nessecary for this campaing, and it is a very crunchy book, better to get hang of the basics first. Quote:
About different cost, I was about to suggest that as well, because Aard for instance is probably going to be pretty cheap... but some might want 10-20 levels of it. While some of the others are going to be really expensive and are probably better off as different abilities altogether rather than a leveled power. Some of them you can't really make as leveled. But lets see how it goes. Ehe ok, that is a good excuse and sorry to sound a little harsh, I just often see people here on the forums trying to artificially restrict "mages" using armour, because "thats how it's supposed to be", it's what they are used to from D&D/Computer games... without really considering "why" or "how". And I can udnerstand it and don't mind it as much, but then it should be made as Molokh suggest or as a vow or a limitation on the powers or some sorts. But ok, out it goes. And np on the help. Have to help a fellow dane out right? ;) Although I am currently away from all my books, they are in Odense, I am in Copenhagen. So can't give precise numbers on anything until the middle of next week (where the SJ forums are probably a bit on/off) Last edited by Maz; 09-10-2009 at 03:58 PM. |
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