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

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 06-10-2010, 01:37 PM   #12
PK
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: Limitations on Modular Abilities: Unbalanced?

Quote:
Originally Posted by David Johnston2 View Post
I don't believe it is. Social Advantages aren't available at all for Modular Abilities. Mental and Physical are the only categories. But Summonable Ally isn't a social advantage. It affects the exterior physical world (which is why it's the only form of Ally available to NPCs.). Therefore it's a physical advantage.
Are you saying that you use this as a house rule? Or are you saying that this is how the rules actually work? If the former, sure that's fair enough if you find summonable Allies unbalanced. If the latter, please provide a cite.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ)

MyGURPS: My house rules and GURPS resources.

#SJGamesLive: I answered questions about GURPS After the End and more!
{Watch Video} - {Read Transcript}
PK is offline   Reply With Quote
 

Tags
ally, limitations, modular ability, point cost


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 02:25 AM.


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