05-24-2022, 07:59 AM | #21 | |
Join Date: Oct 2005
Location: Earth
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Re: How to deal with Modular Abilities taking over
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GURPS Dungeon Fantasy Sages puts both limits on it that you need books and hours to use modular abilities. Consider Regeneration's stages. Instant, 1-3 seconds are battle-ready traits. Things that take on the order of 1min preparation are not for battle but between battles/skirmishes 1 hour prep is around what in The Other System might call per rest. Consider also some cool-down period after changing each slot. Plot-wise, perhaps have it known that there will be esoteric skills required that no other party member has, say Survival (Jelly planet) and Vehicle Operation (Right-hand drive underwater helicopter) and Physics (Temporal waffle iron) so idea-man can research them, hopefully with anxiety about which to spend more points on...
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05-24-2022, 08:27 AM | #22 | |
Join Date: Jan 2014
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Re: How to deal with Modular Abilities taking over
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IQ+5 [100] DX+5 [100] Modular Ability (Slotted Cosmic) (Two slots of four points each) [54] Overconfidence [-5] And this daughter of the god of knowledge is here to trash any concept of niche protection in two seconds or less. Whether spending 54 points in skill would be a better move is an exercise for the reader. |
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05-24-2022, 08:42 AM | #23 | |
Join Date: Oct 2005
Location: Earth
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Re: How to deal with Modular Abilities taking over
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- "Knowledge Brings Fear" -- Motto of Mars University, Futurama |
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05-24-2022, 08:47 AM | #24 |
Join Date: Oct 2010
Location: earth....I think.
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Re: How to deal with Modular Abilities taking over
cosmic slotted is 7 points per slot and 5 points per point in said slot.
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05-24-2022, 08:49 AM | #25 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: How to deal with Modular Abilities taking over
254 points can do a lot. If you want a niche that doesn't invade, two levels of Altered Time Rate, would do it with 54 points left over.
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05-24-2022, 09:12 AM | #26 | |
Join Date: Jun 2013
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Re: How to deal with Modular Abilities taking over
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Which is why I'd like to see the problematic build - a character with Modular Abilities outperforming each character in their own niche is difficult to manage (certainly you can have one who can invade everyone else's niche, but generally the specialists should hold the advantage).
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05-24-2022, 09:24 AM | #27 |
Join Date: Jan 2014
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Re: How to deal with Modular Abilities taking over
Maybe the specialists are badly constructed or not very focused.
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05-24-2022, 09:48 AM | #28 | |
Join Date: Nov 2015
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Re: How to deal with Modular Abilities taking over
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Plus your Jack of almost all trades is always at least 1 second behind the specialists, if he even realizes what's going on. And there is always the GM that wants to test your rawn knowledge and makes you roll a skill against an attribute of 10. |
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05-24-2022, 10:09 AM | #29 |
Join Date: May 2005
Location: Lynn, MA
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Re: How to deal with Modular Abilities taking over
With the additional expense, the time delay, the inability to have that skill to lurk and have the character knowing what to look for off-turn when they are not expecting to need the skill, I'm just not seeing how this can be a big problem.
If someone having 4 points in each of two skills can knock you out of your niche, you really were not occupying it very well :P |
05-24-2022, 11:00 AM | #30 | |
Join Date: Jun 2013
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Re: How to deal with Modular Abilities taking over
That's certainly another possibility.
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Jill is better at... basically everything else. If she needs to engage a foe at range, she can shunt her points into a ranged combat skill (Shigran just has to rely on throwing great balls of fire - basically baseballs wrapped in the equivalent of oily rags and lit on fire; of course, in a ranged fight, Shigran can probably vanish, make his way over to the archers, and tear them apart). If she needs to traverse difficult terrain, she can have Acrobatics 18, much better than his Acrobatics 14. If she needs to play the role of Face, her IQ 15 plus up to [16] in an influence skill is going to do a much better job than he could manage. If things come down to a wrestling match (and she's aware of it a few seconds in advance), she can shunt her skill over to Judo or Wrestling and be much better off than he would be when relying on his DX default (of course, against many foes grappling Shigran isn't really an option, because he has no qualms about - and is completely unharmed by - setting himself on fire... which he can do in an instant if he feels like it). Her higher Per makes her better at scouting, even if she invests everything into high Stealth to avoid detection (and she could probably get to a good hidden location, then rearrange her points out of Stealth and into Observation for a greater boost). And she'll beat Shigran when it comes to any intellectual pursuits as well. But in his niches (basically, alpha strike and frontline melee), she's at a marked disadvantage.
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