07-28-2020, 01:16 PM | #11 |
Join Date: Sep 2004
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Re: A Different Take on Imbuements
Here's another idea:
Treat each Imbuement as a skill but instead of specializing in a weapon, you use the lower of either your modified Imbuement or the relevant combat skill as a cap on your effective combat skill level. Example: The character has Guns(Pistol)-14, Knife-12, and Armor Breaker-18. Armor breaker can get AP/2 at a -5, giving an effective skill of 13. Attacking with a Knife, the attack is AP/2 at skill 12 (Armor Breaker at 13 is higher than Knife at 12). Attacking with a Pistol would be skill 13 (Armor Breaker at 13 is lower than Pistol at 14). You could further specialize the Imbuement skill as an Optional Specialty (usually saves 2 points) to go with just one weapon skill. The ability to imbue multiple weapon types could be further limited by the UB taken to allow Imbue skills. Last edited by naloth; 07-28-2020 at 01:33 PM. |
07-28-2020, 03:23 PM | #12 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: A Different Take on Imbuements
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07-28-2020, 04:50 PM | #13 | |||||||
Join Date: Jun 2013
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Re: A Different Take on Imbuements
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Where I think a real problem might come in is when the character is using a weapon that is unreliant on his own ST for damage (for anything based on ST, he could have purchased an Innate Attack or Natural Weapon or similar to capitalize on it), so GM's will need to be careful when deciding if the abilities can apply to things like firearms, force swords, etc. Quote:
And, of course, it's important to keep in mind these Techniques can be used together. For example, and getting a wee bit ridiculous, with Armor Breaker (Broadsword), Distant Strike (Broadsword), Spiteful Wound (Broadsword), and Transmute Damage (Broadsword ->Burn, treat as Silver), all at Default +20 for [21] each ([84] total), a character could use a sword to deliver a fiery slash to a foe up to ST yards away, treating the target's DR as 1/3rd normal, and deal a wound that counts as though it came from a silver weapon (for interaction with Vulnerabilities and the like); said wound would require some sort of special intervention to be able to heal, not healing on its own. The [84] this costs would be enough for an impressive +21 to skill, which would only be enough to offset the penalty for doing one of the above at a time. Quote:
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07-28-2020, 05:37 PM | #14 | ||
Join Date: Sep 2004
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Re: A Different Take on Imbuements
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That puts us back to discussing the merits having having to spend 20 points for a +1 in multiple abilities vs spending 4 points for a +1 in most of those abilities. Obviously making the cost a bit higher will force more choices: higher DX for all skills, one high weapon skill for deceptive and other attacks, or points split between multiple skills. This also forces diversity in other ways. If the broadsword master needs to invest in building a new skill up from DX to master a new trick it's a far different situation than dropping 2 points into a technique to default it from an already high skill. My gut feel is that most of the characters will end up with as high of a skill as they can afford, then defaulting techniques to minimum cost (2) points.... It's a lot like all those IQ 14 Magery 3 wizards floating around that spend 1 point in spells. Quote:
For purchasing, would that be four techniques or one technique with 4 modifiers? From the initial read, it looked like the latter forcing them to be used together if bought that way. Edit: another thought for having multiple techniques that you could combine at will is that each point of fatigue used to decrease the penalty goes a lot further on techniques with high defaults... Last edited by naloth; 07-28-2020 at 05:49 PM. |
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07-28-2020, 06:56 PM | #15 | ||||
Join Date: Jun 2013
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Re: A Different Take on Imbuements
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07-28-2020, 09:01 PM | #16 | ||||
Join Date: Sep 2004
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Re: A Different Take on Imbuements
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Point limits tend to be the limiting factor up to 250 points. Above 500 points, campaign limits usually tend to make more of a difference. Quote:
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07-28-2020, 11:26 PM | #17 | |||
Join Date: Jun 2013
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Re: A Different Take on Imbuements
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If you're building the character as you play, of course, there are plenty of cases where it's better to get +1 to several skills over time rather than saving up for the full +1 to DX (as it means you get the benefit of the +1 sooner), but that's just an issue of building-during-play being less efficient than initial character generation. *Unless you allow characters to freely take DX! (DX [20] and -0.25 Basic Speed [-5], net [15], in which case the character would still be better off with DX 12 + DX! 2. Quote:
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Also, like Sorcery, this isn't meant to be something where the player can work up whatever Enhancements he likes on the fly for a given attack, but rather has a list of Techniques to choose from (although the player might work with the GM to design a custom option, such as the Silver Fire from a previous post, and something like that I'd certainly require the character to invest some more points into it). Looking back, I see I never explicitly stated this, my apologies if it caused any confusion. Yeah, a part of me likes requiring at least 1 FP be spent, as it makes the choice to use such a Technique more of a thing, rather than the player being inclined to use it all the time. That's also why I think it's a good idea to require some sort of penalty when using several together, as otherwise there's the inclination that if you're going to spend FP for an imbuement, you might as well do all of the ones you've bought up in one go. Letting each FP spent apply to all the Techniques is largely for reduced complexity, as well as I think when combining two into a single Technique (again, like Silver Fire) a small reduction in cost is more appropriate than a massive increase in FP efficiency.
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07-29-2020, 09:19 AM | #18 | |||||||
Join Date: Sep 2004
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Re: A Different Take on Imbuements
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The problems with putting everything on a single skill is: 1) Effectively you've made the "attribute" for boosting Imbuements 4/lvl. 2) Every weapon skill is now capable of dozens of new tricks, and all you have to do is boost your base weapon skill to make them all better (at 4/lvl). Quote:
[quote] , and the player would also like him to have Armor Breaker (Broadsword) 20 [36] and Distant Strike (Broadsword) 20 [36]. [\quote] Now that we have a more realistic expectation of what a player might take, let's look at those costs. Based on the technique method, the players already has both of your Imbuements a Broadsword skill. His base is "24" is in this example for zero points rather than "12" for 4 points. Based on the skill method, there's still room for 2 Imbuements to be at DX+2 or higher, though you are getting to the point where a bit more DX would be good. Note that Brawling was aiming for DX+2 regardless so you're not saving points by getting a +1 there and Shield is a backup skill that you don't save anything on by raising DX. Here's where we hit the two fundamental issues: 1) 20 points worth of savings is harder to come up with than 4. 2) raising a few skills to a high level often is more efficient than buying up DX to obscene levels. Quote:
For supers and cinematic fantasy characters, I don't see primary skills in the 20s as an issue. I'd expect it so they can do nigh impossible (-10 type penalty) feats with a high chance of success. Let's consider where this is introduced to fantasy characters that already buy primary skills up into the 20s. For the price of an UB, they can suddenly develop powers? Note that if they don't have to buy the technique to use it (if it can just be defaulted), then any master with skill 20+ will get a plethora of tricks for the low cost of 5 points (per weapon skill, 15 for all). I also don't see a reason to raise up multiple techniques under your system. If you have to invest techniques to use them, just do that for the ones you want then raise skill. Quote:
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07-29-2020, 10:12 AM | #19 |
Join Date: Aug 2007
Location: Vermont, USA
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Re: A Different Take on Imbuements
I did something similar a while back. I made each enhancement-based imbuement a Hard Will-based skill (various power stunts, plus Skills for Everyone) but with a 5-point/level prerequisite advantage "Ensorceled Armament" (based on a Power Talent) to act like Magery in that it allows you to use skills to "do stuff" (apply power stunts to your gear), "soak up" the initial penalty, and also act as a base for Using Abilities at Default.
For example, the Armor Divisor enhancement is +50% at its first "level" so a Temporary Enhancement to add it would require a Will-5 roll, thus the Armor Divisor Augmentation skill requires Ensorceled Armament 5 [25] as prereq but then rolls without penalty (as skills initially should), with the option to take further penalties for higher levels of Armor Divisor. There were five types of armament ensorcelment skills:
Armament Ensorcelment SummaryUsing EA as a base ability upon which to apply Using Abilities at Default was tricky. The penalties depended on the point cost of the advantage so what happens if you apply modifiers that change the cost of the advantage? I decided to just ignore that problem. |
07-29-2020, 01:59 PM | #20 | ||||||
Join Date: Jun 2013
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Re: A Different Take on Imbuements
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So, now let's look at what it arguably should cost. Note this is under the assumption characters have the option of buying Natural Weapons - in a setting where that isn't possible, a higher Unusual Background cost may be appropriate. The cost of the Techniques, with the cost of 1 FP, is [1] per +10% worth of Enhancements, with an additional surcharge of [1] for being a Hard Technique (also, potentially an Unusual Background, but we'll ignore that for this analysis). A character with a Natural Weapon is already getting all the points invested in the base ability worth of functionality, so we can largely ignore that (always having a weapon "on hand," rather than being reliant on gear, is well worth the points). The highest base cost, outside of oddities like Corrosion and Fatigue (which aren't available as weapons to our imbuers anyway), is for Impaling, at [8]. The cost to add any of the abilities we can get from the Techniques is therefore [0.8] per +10%, and we need another [0.8] on the initial Advantage for Selectivity so that we can turn any imbuement on and off as needed. So, a character with Natural Weapon is paying less for more functionality (no weapon required, no FP cost) than our character with imbuement Techniques. This doesn't work as well for weapons that don't make direct use of the character's ST (like firearms, force swords, etc), of course, but I don't think "It doesn't work for guns" makes the approach invalid for things like swords and bows. Quote:
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*Technically, GURPS doesn't charge you for things like this - if you want to say your burning innate attack is a holy flame (for interactions with Limited DR, IT:DR, Vulnerability, etc), that's considered a Feature. Personally, I think there should be a cost; while I'm not sure what it should be for your summoned sword to always count as Silver, say, I do feel the ability to change it is about right at +20% for Very Common, +40% for Common, +60% for Occasional, and +80% for Rare.
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