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#31 | |
Join Date: Oct 2007
Location: Vermont
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I think buying "Extra Flexibile" for your extra legs, at any cost, results in a very poorly defined advantage. No one seems to know what it does for you in purely mechanical terms. Better, I think, to determine what game effects you want from your legs and buy those advantages, rather than getting caught up in the need to buy something that's named "Extra Flexible Legs".
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My ongoing thread of GURPS versions of DC Comics characters. |
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#32 | |
Join Date: Jan 2005
Location: Japan
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However, sometimes it's not so easy. "Having extra-flexible limbs" is an example. The description of Extra-Flexible on arms -- canonical enhancement -- simply says, "can always reach and work with other limbs, regardless of body positioning, general layout, or 'right' and 'left'" (p. 53). There's no stats, no bonus or penalty, no purely mechanical terms in the text. You may call this "a very poorly defined advantage". Nevertheless, arms that are Extra-Flexible are rather expensive: they cost 5 points mutiplied by the number of arms. The lack of game-mechanical definitions doesn't mean that it does nothing for the character in game. Rather, they are supposed to do everything that's reasonably explained as effects of having flexible arms. The same is true for Extra-Flexible legs. I don't think attaching Extra-Flexible (+50%) on legs is unreasonably expenive. It should be much cheaper since their in-game utility is more limited than that of arms, and in fact it is much cheaper than flexible arms: it's just extra 3, 5 or 8 points for all the legs the character has. Think of it as a loosely-defined bunch of several perks like Unlockable Legs, Terrain Adaptation (Uneven), etc. Listing all the effects as specific advantages/perks in advance and then summing them up is undoubtedly correct -- if you can actually do so. That method often results in frustrating players by the GM saying, "No, you can't. What you paid for is Unlockable Legs perk and nothing more, regardless if you call it 'foot tentacles'. That perk doesn't mean your leg can reach underneath the bed unusually and feel for the handcuffs' key with your toe". I often experienced situations like this.
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Gurps Fan, a rules lawyer from the mysterious country of ninja, samurai, and magical girls, the inventor of M.U.N.C.H.K.I.N. |
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#33 | |
Join Date: Oct 2007
Location: Vermont
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"I hang from the grate with my tenticles." "You can't do that, they aren't prehensile." "But they're flexible enough, why wouldn't I be able to?" "Because you didn't buy them as foot manipulators, etc...." I guess I just have a hard time imagining extra-flexible foot tenticles that could never be used as hands or arms.
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My ongoing thread of GURPS versions of DC Comics characters. |
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#34 | |
Join Date: Jan 2005
Location: Japan
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A normal human can hang from the grate with his hands. Let's say it's an unmodified Acrobatics or Crimbing roll. Also, he could attempt hanging with his normal legs, but it'd be a very difficult task that would impose a heavy penalty. Let's say it's an Acrobatics-7 or Crimbing-7 roll. Then, "an attempt of hanging from the grate with tentacular legs" will fall somewhere between "having normal legs" and "having unusual legs that work just like arms". Here's how I'd game if I were the GM (sorry in advance for poor English): Player: "I hang from the grate with my footicles."
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Gurps Fan, a rules lawyer from the mysterious country of ninja, samurai, and magical girls, the inventor of M.U.N.C.H.K.I.N. |
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#35 | |
Join Date: Aug 2004
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#36 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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I think the value is fair for legs if you don't limit yourself to two dimensions. Being able to get your feet up around head level and use them as crude manipulators is fairly valuable. Don't forget that leg cost is already halved relative to arms, too . . . Extra-Flexible costs 2 × (50/10) = 10 points for two arms, but just (50/10) = 5 points for two legs. In game terms, I'd let this eliminate the -2 to DX for using a leg for a task normally assigned to an arm, such as kicking instead of punching, punting a ball instead of throwing it, or grappling with the legs. Just the kicking and grappling bits alone would be worth 6 points as Martial Arts techniques.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#37 | |
Join Date: Sep 2004
Location: Canada
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The percentage value of any enhancement needs to be picked with the actual change in point cost in mind, as well as the relative change. Some enhancements end up more-or-less duplicating abilities normally covered by other advantages - see the various forms of Projection in Powers, for example. The percentage value there was chosen based on what percentage was required to achieve the desired absolute point cost. Extra Flexible is less awesome for legs, so it costs less points to make them extra flexible, and you can buy extra flexibility in bulk for legs pretty cheaply.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#38 | |
Join Date: Aug 2004
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Tags |
flexibility, kicking, kromm explanation |
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