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#11 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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I was just going to say this. Also note that if you can't replace a gadget, you get a -25% modifier for unique, which in my opinion is the most dangerous modifier to put on a gadget.
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#12 |
Join Date: May 2007
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I've generally assumed that "significant time and effort" implies rather more than 8 hours and a hundred bucks. I picture things that could be rebuilt from scratch if needed, but it would be a major project.
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#13 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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The GM has great leeway with gadget-limited traits. Anders's swordmages seem to fit very nicely in this leeway. Breakable, DR 6, repairable, SM -3 or -4, -25%; Can Be Stolen, Quick Contest of ST, will not work for thief, -15%. |
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#14 | |
Join Date: Nov 2015
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("significant time and effort" is also part of Unique, which is where the requirement for replacing a lost or destroyed gadget are spelled) |
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#15 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Gadget just feels wrong. The power is in the swordmage, but they have to channel it through a sword. That's different than building it as a gadget, where the power is in the gadget.
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#16 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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That is to say, gadget limitations do not assume the power is in the gadget. They just assume that with the gadget, you have the power. That's especially true for the Can Be Stolen limitation with the "will not immediately work for the thief" element. |
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#17 | |
Join Date: Aug 2004
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#18 | |
Join Date: Jun 2013
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*A sword generally costs markedly more than this to replace, but you're also getting the utility of the sword itself on top of the Gadget-Limited Advantage(s). Given swords are arguably overpriced for what they provide, however, this is a bit more limited than, say, a mage who needs a wand or staff (a baton or quarterstaff, subjected to the same $100 + 8 hour ritual). As others have noted, Gadget can be perfectly legitimate for an ability that is inherent in the character, but which he requires some special focus to use (EDIT: Arguably, it can be appropriate for something the character simply believes he/she needs, even if "The magic was in you all along"). I do like the idea of renaming it to Focus in that case, to avoid such confusion (and you don't need to bother writing if it's usable by the thief or not - Focuses should always use the Useless to Thief pricing).
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GURPS Overhaul Last edited by Varyon; 02-22-2021 at 09:38 AM. |
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#19 | |||
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Invisibility (Affects Machines, +50%; Can Carry Objects, medium encumbrance, +50%; Switchable, +10%; Swordmagery, -50%) [64] * Swordmagery power modifier: Magical, -10%; Breakable, DR 6, repairable, SM -3 or -4, -25%; Can Be Stolen, Quick Contest of ST, will not work for thief, -15%. |
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#20 |
Join Date: Aug 2004
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😕 I've always included "gadget" in write-ups before putting any of the special mods on the affected advantage. Maybe I'm the only one?
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