03-21-2023, 08:51 PM | #11 | |
Join Date: Apr 2005
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Re: Extra Arms & Mundane Crafting
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The same might apply for other advantages based on extra or improved body parts. For example, Enhanced Tracking might give you a +1 bonus per level to offset taking less time for scanning an area or sorting through data to find a particular bit of information. Taking it the other way, having an insufficient number of arms/body parts for a task might give a -1 to -4 penalty per missing part, but the penalties might be offset by taking extra time or having good tools. For example, a one-armed carpenter might still be effective if they have a workshop filled with tools, vises, etc. which can be operated one-handed (effectively Good- or Fine-Quality tools) and they take the extra time to use them. Some task just require a minimum number of body parts, however. A one-armed pianist or guitarist will never play at the same level they would have achieved were they not handicapped and normal human is going to have serious trouble playing a woodwind musical instrument designed for a species with two mouths and four arms. |
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03-22-2023, 05:54 AM | #12 |
Join Date: Aug 2004
Location: Pioneer Valley
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Re: Extra Arms & Mundane Crafting
One of my longstanding NPCs is an insectoid lacemaker; awed locals come by to watch it work, which it does with a metronomic speed ...
... anyway, I see no reason to go into Rube Goldbergesque bolt-ons when the explicit text states that extra arms can be used "freely for multiple noncombat tasks." It is entirely reasonable to presume this to include making a single noncombat task faster, at least where one can conceptualize an extra arm helping in this fashion. ("Making a mail shirt," absolutely. "Driving a tent stake" or "repairing a fob watch," I don't see it.) +2 bonus to offset taking less time penalties is an easy enough fix.
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03-24-2023, 12:36 PM | #13 | |||
Join Date: Mar 2023
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Re: Extra Arms & Mundane Crafting
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Ideally, the arms will be long, so that the character can have a pretty commanding reach. I already gave the character Gigantism, so their SM is +1, and long arms will assist in being able to reach for further away items. I won't be able to start out with anything fun like short-range portals to be able to grab things further away, like a D&D Sharn. Quote:
Hm. So I assume a summoned arm ally sort of build would be something along the lines of a shapeshifter growing or extending arms, or something along the lines of the Borderlands 3 character, Siren Amara? Quote:
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03-24-2023, 12:51 PM | #14 | |
Join Date: Jun 2013
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Re: Extra Arms & Mundane Crafting
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Again, there's no summoning involved, no actual allies, or anything else of the sort. I'm just using the cost of a summonable ally (summonable due to them not being targetable like an ally who sticks with you would be, but come to think of it that's probably not necessary considering your arms can indeed be targeted) that is an alternate ability to your arms (as you can't claim any further benefit for the extra arms if they are serving as assistants) to get a fair price for the ability. It's really just "this isn't a benefit that Extra Arms is meant to give you, so you need to pay for it" - that is, it's a purely gamist accounting method. But if you wish to consider it as representing training to get the most out of your extra arms such that they let you work markedly faster, that's an excellent justification (and one I've considered before - basically having cybernetics as gear but requiring the character to purchase a specialized version of Payload to account for the implant's weight, and with this representing the character getting used to having the implant).
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03-24-2023, 10:01 PM | #15 | |
Join Date: Jun 2022
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Re: Extra Arms & Mundane Crafting
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Extra Arms x2 [30] (10 points/arm; Extra-flexible, +50%; Long, +100%) [15] - Alternate Ability [1] : "Assistant" Ally (25%, 1 point; Constant, x4) [4] So following this build, your Extra Arms cost 31 points. Keep in mind, you should probably also make your regular arms Extra-flexible... in which case just buy Double Jointed for 15 points, it'll make all your arms "extra flexible", lowering the Extra Arms cost to 20 (21 with the Alternate Ability). And Flexibility/Double Jointed also applies to legs... and your whole body skills like Escape. However as Extra Arms already states you can multitask using different arms to perform different tasks, just as you can with two arms... as long as you purchased Enhanced Tracking if those tasks require concentration, as a GM I wouldn't require this. Or rather, I would allow this build instead of Enhanced Tracking, because it works differently (if you can't use your "Assistant" for combat for example). |
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03-26-2023, 12:18 PM | #16 | |
Join Date: Aug 2018
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Re: Extra Arms & Mundane Crafting
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Improving Grip CP for example (Technical Grappling page 12) can be done unopposed w/ a Ready maneuver (automatic max CP) or via an Attack, where it restores Thrust CP based on Grip ST Although an Extra Attack is not meant to be an Extra Ready, the lines between them probably should be blurrable w/ some drawbacks when stepping over the line. |
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03-28-2023, 11:01 AM | #17 |
Join Date: Apr 2005
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Re: Extra Arms & Mundane Crafting
Sure. Same deal with Enhanced Tracking where it would be useful. Treat such traits as giving the same bonus you'd get for Good- or Fine-Quality tools when the situation warrants it. E.g., Extra Attack might be useful for +1 or +2 to work more quickly while forging metal or driving nails. Enhanced Tracking might be good for a +1 or +2 bonus to do tricky maneuvering in traffic where you're trying to keep track of multiple vehicles at once.
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03-28-2023, 12:20 PM | #18 |
Join Date: Aug 2018
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Re: Extra Arms & Mundane Crafting
Yeah even if you couldn't do more things w/ 4 arms and had to alternate between using them, that could be convenient for when you don't need to set things down on a table, stow them in a belt, etc.
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