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 11-30-2021, 11:17 PM   #6
Join Date: Aug 2018
Default Re: Is Wild Talent a bad deal?

Originally Posted by malloyd View Post
I'd instantly rule no for this build. Just the fact that there is an explicit enhancement for Mental and Physical rules out taking one as an alternate ability for the other.
I'm not even sure why it's being used, you don't need the physical enhancement on Modular Abilities to use skills that default to physical attributes, skills are grouped with mental advantages.

Using "I'm taking mental at 1/5 to avoid paying the extra +50%" is pretty sneaky though =/

Originally Posted by malloyd View Post
In fact Alternate Abilities are basically a subset of Modular Abilities, using both together is a red flag.
Usually it wouldn't SEEM to be a problem since modular abilities tend to be slower and more expensive, except in this case of trying to avoid taking +100% by taking +50% and then 1/5 cost on +0%
Plane is offline   Reply With Quote

alternative abilities, modular abilities

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 03:27 AM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2023, vBulletin Solutions, Inc.