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10-02-2016, 08:01 PM | #1 |
Join Date: Mar 2015
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Would it break anything to allow extended duration on Create (not permanent)?
I know that by RAW the Create Advantage bans the use the of extended duration on it and requires you to spend points to make it permanent. But this bugs me for a few reasons:
1. Spellcasting allows you have permanently created items as long as you want making it impossible to accurately recreate this spell , I know dungeon fantasy limits that to 24 hours but thats a) longer then 10 second so it's still impossible recreate and b) Only applies in dungeon fantasy like settings 2. It feels Ungurps like to flat out ban extended the duration of something, isn't the point of GURPS to allow you build whatever, why is "create raw material that lasts longer than 10 seconds using anything but the magic system" out of the reigns of imagination. 3. The rules for making it permanent are very meta and weird, it get it's meant to be balanced from a gameplay perspective. Like how would justify in game of using character points to make thing permanent in game, and why would value, something very much variable and finky affect how hard it is to make it permanent, especially for a magical ability or something? Also it creates a few problems balance wise like being more useful relatively speaking for poorer characters then richer ones since it's based of the campaigns wealth level not the individual. Also it creates no clear rules how to handle truly worthless material like Air which is so abundant on earth, it's value is literially 0 dollars 0 cents, as in it would be impossible to sell, can you just make it permanent for free or is there a minimum So I'm just curious would be overly broken to allow the Create Advantage to allow longer durations then 10 seconds with the Extended Duration Enhancement, more specifically with non-valuable things like Dirt, Air, and stuff. |
10-02-2016, 09:09 PM | #2 |
Join Date: Oct 2008
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Re: Would it break anything to allow extended duration on Create (not permanent)?
The short answer: It depends.
The long answer: Even +150% permanent does not break stuff for some creates, but does for other. Basically it comes down to value. Being able to create something of great value "for free" breaks economies, but creating things that are lower value or equal value to what could be done by spending the time doing something else does not break economies. Basically if the create is limited enough and creates worthless enough stuff it does not break stuff. Example of not breaking stuff while being useful: One of the PCs in my game has create normal water with permanent and it has never broken anything, but has definitely been useful. Even if they would be in a place with big lack of water and manage to sell the created water for a profit, they could likely do the same thing on a larger scale by transporting in much more water... But being able to create any liquid with permanent(or long enough to be used) would obviously quickly easily break things when high value liquids would be sold. I have also allowed alternate way to pay for created stuff in a previous campaign, where a character had a broad create but had to pay for created things by using "reagents". That was to basically buy a generic "value" with money instead of points and the reagents could then be reclaimed the same way that the creation pool is in the normal rules. Thus he did not need the creation pool points, but instead had to have the valuable materials to do stuff. |
10-03-2016, 05:39 AM | #3 | |
Join Date: Sep 2004
Location: Canada
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Re: Would it break anything to allow extended duration on Create (not permanent)?
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