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Old 07-31-2020, 08:49 PM   #61
Donny Brook
 
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Default Re: Rules you ignore/alter.

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Originally Posted by AlexanderHowl View Post
... As long as a player has a good explanation that the GM accepts ...
Well, okay; that's axiomatic.
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Old 08-01-2020, 05:56 AM   #62
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Default Re: Rules you ignore/alter.

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Originally Posted by AlexanderHowl View Post
... As long as a player has a good explanation that the GM accepts...
Which is a non-trivial caveat for most racial templates. While the possibility is there, it is generally not easily accessible. If it were, the traits probably wouldn't be on the template in the first place.
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Old 08-01-2020, 08:02 AM   #63
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Default Re: Rules you ignore/alter.

Weirdness Magnet - totally fun way of detracting.

Players had perform a series of tests on soft cheese:
Code:
 The Philadelphia Experiment
Meetings at construction sites:
Code:
The Allan Parson's Project
Security Guard work at the Exhibition 'From Da Da to Bau Haus:
Code:
They were Avante Guards
TV show quiz on spotting the ubiquitous Alien:
Code:
50 Shades of Grey
Never let them cross Arnhem Bridge:
Code:
It's a bridge too far
Highlight to check the horrid answers

Last edited by smurf; 08-01-2020 at 08:11 AM.
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Old 08-01-2020, 09:55 PM   #64
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Default Re: Rules you ignore/alter.

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If you wanted to make it more like a spell, you could assign it a base cost ...

Like maybe you can't use Magery and Recover Energy at the same time? Focusing on absorbing mana as an alternative to using your perception? Dealing with a base cost of 10 points instead of 50 would make it a lot more affordable, and comparable to putting 1 or 2 points in a spell.
I could see Magery costing +1 or +2 per level and include FP recovery from spell casting as a leveled effect. M0 gives normal 1/10 min, M1 gives 1 extra FP recovered, M2 gives +2 &c. At M9 you get 10 FP back in 10 min, which is pretty fast but also costs way more than a perk.
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Old 08-02-2020, 02:32 PM   #65
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My group collapses Filch, Pickpocket, and Sleight of Hand into a single skill. I can easily see these being techniques of a master skill as an alternative.
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Old 08-02-2020, 02:43 PM   #66
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Default Re: Rules you ignore/alter.

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Originally Posted by Phantasm View Post
I don't use the Recover Energy spell, it being a 3e legacy code spell. Instead, I use Regeneration (Energy Reserve Only, +0%}.
Considering that 10 points gets you 1 ER/12 hours while standing around gets you 1 ER/10 minutes, I fail to see why anyone would buy that, ever. Do you mean Fit (Energy Reserve Only, +0%) instead? Spending 5 points there would get you 1 ER/5 minutes.
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Old 08-02-2020, 03:00 PM   #67
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Well, Leech (Accelerated Healing, +25%; Contant Agent, -30%; Heals ER, +30%; Steals FP, -25%) [25] would allow a character to turn their own FP into ER. Now, combine that with HT 14 [40], ER 40 (Special Recharge, Leech, -70%) [36], Very Fit [15], and Breath Control (H) HT [4]-14, and you have a character that can recover about 1 ER per minute by draining themselves (as well as by draining other people).

Last edited by AlexanderHowl; 08-02-2020 at 03:14 PM.
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Old 08-02-2020, 03:41 PM   #68
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Considering that 10 points gets you 1 ER/12 hours
I've been thinking about making Regeneration significantly cheaper for FP. Off the top of my head, Fast would be 10pts and everything else 40pts cheaper.
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Old 08-02-2020, 05:09 PM   #69
Raekai
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Default Re: Rules you ignore/alter.

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Originally Posted by kirbwarrior View Post
I've been thinking about making Regeneration significantly cheaper for FP. Off the top of my head, Fast would be 10pts and everything else 40pts cheaper.
I would go with 35 points cheaper. According to the GURPS Wiki, 1 HP per 10 minutes is semi-canonically worth 35 points (and there's a handy post that extrapolates Regeneration rates in case it's useful for anyone). Since FP recover at 1 FP per 10 minutes, I'd cut that price out.
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Old 08-02-2020, 05:11 PM   #70
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Originally Posted by AlexanderHowl View Post
Leech (Accelerated Healing, +25%; Contant Agent, -30%; Heals ER, +30%; Steals FP, -25%) [25] would allow a character to turn their own FP into ER

combine that with HT 14 [40], ER 40 (Special Recharge, Leech, -70%) [36]
reminds me of B47's "You cannot absorb damage from your own ST or attack abilities." barrier for DR with Absorption, since that's not built into Leech perhaps GMs could allow that as a drawback (cannot leech own FP)
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