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#21 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Example: Your Ally is a wizard built on the same points as you. If you're going dungeon diving and the GM rolls for the wizard's Frequency of Appearance check and makes it, you expect the wizard to accompany you unless there is a most excellent reason for the wizard to abstain. On the other hand, if the wizard is built on over 150% of your CP value, under the same circumstances it may even be surprising for the wizard to accompany you. I guess I find this distinction to be significantly constraining and artificial: given that the GM needs to keep the game running smoothly, perhaps we all need to alter our expectations. If it will improve or at least not "break" the game, let the wizard that (under the current rules) would be a Patron join in the dungeon diving (assuming it fits the character as well). If the (under the current rules) Ally wizard would be an issue to take on this particular adventure, perhaps he is the one to give useful information, make useful arrangements, provide some equipment, etc.?
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) Last edited by Otaku; 08-19-2014 at 02:48 PM. |
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#22 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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A 125% wizard who expects to accompany you has a different relationship with you to a 125% wizard who suggests things you might like to do, and occasionally supplies a MacGuffin in exchange for a share of the loot The fact that they cost a character the same number of points doesn't mean they're the same thing. |
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#23 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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In Desolation Road I used the rules allowing non-sapient Allies of higher levels for the Peshang battle-constructs. This worked very well through the entire campaign and I never noticed any of the problems that other people seem to have with this.
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#24 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Again, what the... erm... until I think of something better (or someone suggests it to me) I'll go with "Positively Disposed Non-Player Character" or PDNPC. So the PDNPC's build and actions are the purview of the GM. If the Patron-level PDNPC would "break" the adventure by fighting directly alongside of the PCs... it doesn't even if under normal circumstances it would, the same way one would have to handle an Ally-level PDNPC if it was going to cause problems for that adventure. Specific Modifiers can cause the PDNPC to function in the traditional Ally, Contact and Patron roles apart from story necessity. Having to restrict high value PDNPC's to the roles of Patron and/or Contact becomes a campaign feature (and point saving Limitation).
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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#25 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#26 | |
Join Date: Nov 2011
Location: South Dakota, USA
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I didn't want to confuse the issue, but the "Group" designations of the different Advantages can also hopefully be folded together (I don't know if one can merge both of these together, however). Compare and contrast an organizational Patron with an Ally Group: it gets very hazy very quickly. Contact Groups again seem to be a limited form of an organizational Patron or Ally Group.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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#27 |
Join Date: Aug 2004
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Gawd, yes. More than the cheapness of the ability, the use of it to get equipment annoys me terribly, to the point that I won't consider such a build as valid in my own games.
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#28 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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As I said it worked very well in Desolation Road, and I'm not sure what other trait would have worked better. I didn't have any of the problems that people seem to think this would cause, either.
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#29 | |
Join Date: Jul 2008
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#30 |
Join Date: Dec 2007
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Equipment as allies has a specialized sphere of application. It certainly works when the campaign is Mighty Morphine Rangers and it can be used as an alternative to signature gear for big ticket items.
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Tags |
advantage, advantage of the week, allies, ally group, aotw, basic, familiars |
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