05-02-2014, 06:03 AM | #1 | ||
Join Date: Mar 2012
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[RPM] Altered Traits
I had thought that Altered Traits was basically "if the other categories don't cover it, build it as an advantage", but that's pretty definitely not the case. For instance, Intercom (T:RPM 45) is just the Sense+Duration+Range costs, and doesn't include Telecommunication for both, which would likely more than double the cost. Yet Mantle of Glory is a Greater Strengthen effect in addition to the 60 points for Terror.
In the Transmogrification thread, Ghostdancer said that Altered Traits is about whether control of the ability is part of casting or given to the subject: Quote:
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Basically, I don't understand what needs Altered Traits and what I can do (significantly more cheaply) just by effects.
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05-02-2014, 10:17 AM | #2 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Altered Traits
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05-02-2014, 02:05 PM | #3 |
Join Date: Aug 2004
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Re: [RPM] Altered Traits
It's an art, not a science -- the "correct" answer will always be up to the GM. No exceptions.
I find this one question is key: When I describe what this spell does, do I find myself referencing specific GURPS advantages and/or disadvantages that the subject gains? In my opinion, Haste can only be meaningfully phrased as "The subject gains ATR 1" or some combination of words that effectively mean the same thing. So it has Altered Traits. But Intercom seems best described as "The subjects can hear each other's thoughts." So it doesn't. If you think it should, and you're the GM, then you're right and now it requires it.
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05-02-2014, 04:06 PM | #4 |
Join Date: Mar 2012
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Re: [RPM] Altered Traits
Well, you're right that that's not a science. Distressingly so. It seems that if I was the GM, there'd be few, if any, spells that were just Effects, since there are few things that can't be built with the spell modifiers and advantages and I guess I tend to think in those terms more than not.
Also, I'm curious. Haste (T:RPM 44) uses the Altered Traits spell modifier to give the target +1.00 Basic Speed for 20 energy. Is that necessary to allow the subject to control the movement, as Ghostdancer pointed out, or could that spell also have used the Speed spell modifier to give the target a static B.S. of 10 for 4 energy? Or perhaps that merely gives a Basic Move of 10 and you should also add a +2 to Dodge for another 4 energy?
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05-02-2014, 04:35 PM | #5 | ||
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Re: [RPM] Altered Traits
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Nope, you're boosting someone in a manner that doesn't require the caster to concentrate on it. Using the flying example above, you'd need to take Concentrate maneuvers for Greater Control Body to "TK" someone around, whereas if you gave Altered Traits, Flight you don't (and it's under there control).
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05-02-2014, 04:39 PM | #6 | |
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Re: [RPM] Altered Traits
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On that note, would it be possible for the caster to increase their own Basic Move that way?
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05-02-2014, 04:41 PM | #7 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Altered Traits
Quote:
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05-02-2014, 04:42 PM | #8 |
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Re: [RPM] Altered Traits
Do keep in mind that if the GM wants it to work that way...awesome! Cool. That's how it works in his campaign and the book is wrong, but by RAW...no.
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05-02-2014, 05:29 PM | #9 |
Join Date: Mar 2012
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Re: [RPM] Altered Traits
Mmm... alright.
I still don't particularly understand it, and I'm guessing I'll end up adding Altered Traits to more things than I have to (If you can't strengthen a body with just Strengthen Body, my instinct is to not let you sense a mind with just Sense Mind, and that instinct goes against RAW), but that's okay.
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05-02-2014, 06:05 PM | #10 |
Join Date: Jun 2013
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Re: [RPM] Altered Traits
I feel roughly the same way as Momo (although I wouldn't call the system "distressing", personally). I'm leaning more toward Ghostdancer's words, because the beautiful thing about GURPS is that you can describe damn near anything in GURPS terms. "Acts twice as often" and "hears other peoples' thoughts" have Advantages, as do most things.
I guess my question is, regarding Ghostdancer's third bullet point, is what does Strengthen Body (for example) do? The only options I see are that it add bonus to physical activities, which uses the Bonuses and Penalties effect, or that it increases physical stats like Basic Move or ST, which uses Altered Traits. Heck, I think I'd even build Greater Control Mind as Mind Control, and throw modifiers on it to represent the limitations of the spell (maybe a flat -80% for one shot, similar to how Favor is a one-shot Contact for 20% of the price). Mind you, this isn't a bad thing. Ritual Path Magic is so fantastically flexible that adding an Altered Trait cost to most rituals doesn't really make it less appealing to me. |
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ritual path magic, rpm |
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