07-29-2020, 03:09 PM | #21 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: A Different Take on Imbuements
Here's a radically different take on Imbuements, that entirely gets rid of secondary rolls:
Imbuements Imbuements are techniques off of ST (normally Striking). You don't roll them at all, you just use your Imbuement level in place of ST for computing damage. Imbuements for enhancements have a default of ST-(x/5), where x is the percent enhancement, and a maximum of ST-(x/10). Thus, an armor piercing strike would normally be at ST-10 and could be raised to ST-5. You may buy Striking ST (Imbuements Only, -20%) to raise further, but not above ST. Imbuements for limitations (you want an extra time punch, or only vs a limited class of foes, or w/e) have a default of ST+0 and may be raised to a maximum of ST+(x/5). Imbuements can be stacked. (Note: has combinations with KYoS to make a bit more sense). |
07-29-2020, 03:41 PM | #22 | |
Join Date: Jun 2013
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Re: A Different Take on Imbuements
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I think I prefer the flavor of my version, but the ST-based one could certainly be workable.
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07-29-2020, 04:06 PM | #23 | ||||||||||||
Join Date: Sep 2004
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Re: A Different Take on Imbuements
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1 DX = 5 skills = 20 techniques (if raised by 1 point each). Moving it up directly affects how much stuff the character can afford. DX provides more, hence it costs more. Skill is more focused, but you can get +5 levels of skill for +1 DX. If you only have 20 points to spend, getting a +5 is much better than a +1. In your system that's the difference between buying off -1 vs buying off -5. Quote:
1) Base cost of 5-8. Each 10% is worth 0.5 - 0.8 points. 2) Natural weapons work off Thr. Modifying it to swing is possible for +20%. 3) Most weapons add damage to your thrust (normally +30% per +1) 4) Natural weapons are built in (-20% requires specific weapon type), don't cost fatigue (-10%*), can can't be hidden (+20%) by default. Sure, assuming the weapon replaces the base cost we have a fair means of saying you should pay about 1 point per 10% of ability on a weapon. Changing that to a -1 to skill, where you're already paying for skill to do other things, essentially makes it a different way to use high skill for free. It seems like you should have to pay something for access to each imbuement ability outside of skill, outside of the UB for access. Skills was one idea, though the cost might not work out as adding them as a DX skill and I do share concerns about adding on something else to DX. The cheapest way to make them a skill would be to make imbuements easy skills (which means you don't get cost saving until they are at Attr+2 already) and/or base them off something else such as Will. Making them Will/E allow you to upgrade 5 Imbuement skills for 5 points after you have 5 imbuements already at Will+2. It also means you're now paying at least 8-9 (2 skills or 1 skill + will) to upgrade your abilities rather than 4 (just skill) points. I'd suggest using HT as a skill base instead of Will or DX. 10/lvl gives you more room for skill use and HT isn't as overloaded. Quote:
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07-29-2020, 04:10 PM | #24 | ||
Join Date: Sep 2004
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Re: A Different Take on Imbuements
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07-29-2020, 11:46 PM | #25 |
Join Date: Feb 2016
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Re: A Different Take on Imbuements
Of course, any solution runs into issues with Modular Abilities. With the RAW Imbuement Skills, you could use Modular Abilities 20 (Slotted Cosmic Power; Emergencies Only, -30%; Magical, -10%; Takes Recharge, 15 seconds, -20%; Trait-Limited, Imbuement Skills Only, -20%) [22] to represent a character who can manifest a different Imbuement Skill during emergencies, as frequently as once every 15 seconds. at DX+3. With the technique version though, you could instead do Modular Abilities 20 (Slotted Cosmic Powers; Emergencies Only, -30%, Magical, -10%; Takes Recharge, 5 second, -10%; Trait-Limited, Imbuement Techniques Only, -30%) [22] to represent a character that can manifest a different Imbuement Technique during emergencies, as frequently as once every 5 seconds, at Default+20. The former is useful but not broken, given the expense of Imbuement Skills, but the latter is extraordinarily broken.
Last edited by AlexanderHowl; 07-30-2020 at 09:53 AM. |
07-30-2020, 08:19 AM | #26 | |
Join Date: Jun 2013
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Re: A Different Take on Imbuements
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07-30-2020, 09:52 AM | #27 |
Join Date: Feb 2016
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Re: A Different Take on Imbuements
The price should be 22 CP, I will change it. Slotted Cosmic Powers comes from Psionic Powers (p. 15). They take one second per trait. If you are talking about Wildcard Techniques, aren't they specialized by technique and don't they cost 6 CP/3 CP for the first level plus 3 CP per level after the first? For example, you could develop DWA!, which would apply to every combat skill, for 6 CP for the first level and 3 CP every additional level.
Last edited by AlexanderHowl; 07-30-2020 at 10:15 AM. |
07-31-2020, 05:57 AM | #28 | |
Join Date: Jun 2013
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Re: A Different Take on Imbuements
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