05-05-2008, 04:13 PM | #11 | |
Join Date: Sep 2005
Location: Utah, USA
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Re: A staff as a Gadget Limitation?
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05-05-2008, 08:20 PM | #12 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: A staff as a Gadget Limitation?
1. Breakable means exactly what it says -- breakable. It includes components for size and toughness, should somebody try to break the gadget in combat, but there are things other than combat that can cause breakage. Breakable is not merely shorthand for "breakable in combat." I'm sure of this because I wrote the rule.
2. Per Striking at Weapons (pp. 400-401), any weapon is vulnerable to breakage by deliberate attack using any other weapon in combat, provided the striking weapon has enough damage to overcome the DR and HP of the target weapon. Deliberate weapon-breaking strikes do exist, are taught, etc. Turning your weapon so that your arms dissipate the force of the blow is one possible interpretation of a successful parry vs. such an attack. If the parry fails, the attacking weapon strikes in such a way that damage occurs normally. No weapons but force swords are exempt -- certainly not staffs.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
05-05-2008, 08:56 PM | #13 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: A staff as a Gadget Limitation?
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05-05-2008, 09:19 PM | #14 |
Join Date: Sep 2004
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Re: A staff as a Gadget Limitation?
Will this all be addressed in GURPS: Myth Busters?
But, Breakable indicates that the gadget object has DR and HP, which means that anything that can hit/damage it in the rules does damage it. That means an axe weilding guy attacking it in combat or having it disarmed and fall under the wheels of a fast moving chariot. Rules as written support that a suitably strong opponent with an axe can break the quarter staff your character is holding.
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05-07-2008, 06:06 AM | #15 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: A staff as a Gadget Limitation?
Ignoring the debate about breakability in combat, I'm summing up Kromm's reply as follows (and based on my choice of Not Repairable and how I want Can Be Stolen to work):
DR 2 staff (counts as SM-3) -20% breakable -15% not repairable -15% can be stolen (quick contest of ST, user can't benefit from it) total -50% DR 3-5 staff, metal-reinforced staff (counts as SM-3) -15% brekable -15% not repairable -15% can be stolen (as above) total -45% Quite neat as a Gadget Limitation on Energy Reserve and some Magery, or even Detect (All Arcane Magic[1]) and Mana Enhancer. [1] Greater than "Detect(Magic)" at 10 CP, but narrower than Detect (Supernatural Phenomena)" at 20 CP, I'd probably suggest a cost of 15 CPs for this (before pimping it with Enhancements). |
05-07-2008, 07:20 AM | #16 | |
Join Date: Apr 2008
Location: New Hampshire
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Re: A staff as a Gadget Limitation?
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Just one thing, though.. in a magical setting, wouldn't the Repair spell be able to fix the damage? If it was actually broken and not just damaged, it would lose it's magic, but if it was only almost broken, wouldn't it be fixed? |
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05-07-2008, 08:23 AM | #17 |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
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Re: A staff as a Gadget Limitation?
I'm assuming you're past breakage/non-breakage issue, but just to add me 2c: it's wood, wood can break. Rules don't specify how... you can use a light-saber to cut it. The only instance where a Gadget should not be breakable is when the genre or nature of the item is such that it would never break. ("The Eye of Odin has existed since the gods have and no power can destroy it." or in a toonie/cinematic contest that while it's possible for it to break in theory, it never will).
Ok, now the actual point of my post: don't forget that Gadgets are unique items, not just signature gear. So the "normal" limits for items kind of don't apply... only GM veto. Nothing stops you, for instance, declaring that you're staff is made of weirwood or dragonbone and it has a DR of 25, or that it's made from the fabric of magic and impossible to break. Offcourse it has to be setting appropriate and GM aproaved though. Also note that Gadget will allow you to use any item as a power item. Such as a sword, for example. This gadget discount on FP reserves can be quite handy and one of the best ways to represent mage staffs and items from fiction. You can also work in those little trivial powers that te mage pulled off with little or no effort into the cost. |
05-07-2008, 10:17 AM | #18 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: A staff as a Gadget Limitation?
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The real question here isn't about the Staff spell but about other things stuck on the staff as advantages; e.g., Energy Reserve. If physical repairs and/or Repair, followed by recasting Staff, would restore those, then I think the gadget rates as reparable. Otherwise, it doesn't.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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05-07-2008, 11:18 AM | #19 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: A staff as a Gadget Limitation?
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05-07-2008, 12:43 PM | #20 | |
Join Date: Sep 2004
Location: Chicago
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Re: A staff as a Gadget Limitation?
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I've never used one against an ax-wielding assailant, but I don't imagine that the situation would be all that different just because one of the weapons is shorter but sharper. |
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