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#11 |
Join Date: Nov 2008
Location: Yukon, OK
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Not quite the same thing but from Template Toolkit 4: Spirits we have the following two ability writeups under the Psychopomp power.
Claim Soul: Affliction 1 (HT; Covenant of Rest, +10%; Cosmic, Works on the dead, +50%; Devotion, -10%; Malediction 1, +100%) [25]. 25 points. Soul Reap: Affliction 1 (HT; Covenant of Rest, +10%; Devotion, -10%; Heart Attack, +300%; Malediction 1, +100%) [50]. 50 points. Covenant of Rest is in there to represent the soul no longer being resurectable.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#12 |
Join Date: Aug 2004
Location: Pioneer Valley
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Add me as a +1 to the "You're not compelled to make a NPC's power reducible to legal system mechanics" camp. I'd never want to play in a campaign so adversarial as requiring the GM to provide evidence of the same. Big Bad has nasty area affect Big Bad Attack. Fair enough!
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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#13 | |
Join Date: Jun 2013
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Also, there are some GM's who prefer to operate under similar constraints as the players when designing characters. I believe Bill Stoddard opts for that path, for example. But if you're beating your head against the wall trying to get an ability to work the way you want it to, it's useful to take a step back and ask yourself "Do I really need to stat this out, or would it be fine for me to just fiat how it works?"
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GURPS Overhaul |
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#14 | ||
Join Date: Jan 2006
Location: Ottawa, Canada
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To be clear, you are indeed accurately quoting the rules for both Side Effect and Symptoms, and thus you are correct that the rules don't allow it. So in a sense, your answer is RAW (Rules as Written). However, the rules themselves elsewhere contradict, or more accurately seem to contradict these restrictions. Lethal Electrical Damage (GURPS Basic p.432) has make a HT roll at -1 per 2 points of injury or suffer seizure, and a failure of 5 or more is a heart attack. That is exactly how Side Effect, Secondary Heart Attack works. If I wanted to recreate exactly that type of attack as an ability, then the only way to do it using existing rules is with Side Effect. Then in GURPS Psionic Powers, p.76, the Lethal Attack psi technique. That can be applied to any damaging psi ability (e.g., Innate Attacks), and if they reach 2/3 HP they suffer a heart attack. Again, this is Symptoms, Heart Attack. The default is skill -30, which means it's a +300% enhancement, and that would perfectly match the cost of Symptoms, Heart Attack. Quote:
I know that for Lethal Electrical Damage you could argue that's an environmental thing, not a player ability.. kind of like saying "it's for NPCs only", but I disagree with that. I'm of the belief that if there's an effect anywhere in the rules, you should be able to duplicate it with traits and someone can have that trait. Sure, some are easier to do than others, and some would require really convoluted builds, but in this particular case, Lethal Electrical Damage is clearly Side Effects, and I'm definitely good with allowing it. The psi technique is definitely already useable for players as part of a psionic power build. So using Symptoms is technically already RAW even if not spelled out. So also valid. I'd therefore "allow" it in the sense that "the rules allow it" or "it's legal", but in most of my campaigns I'd not necessarily let my players take it because of the potential to break the game in terms of being too powerful... just like in most of my campaigns I "wouldn't allow" PC to take the "legal" Burning Attack 1 point (Area Effect 22, +1,100%; Cosmic, Irresistible Attack, +300%) [28] that can basically set entire continents - and everyone on them - on fire. Anyway, I guess that's me just trying to justify why I personally allow Heart Attack with either Side Effect or Symptoms. Last edited by Kallatari; 11-24-2024 at 08:33 AM. Reason: typoes |
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#15 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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While true, it is rare that you need to know the exact point total of even an Ally or Enemy. An Ally to a 100-point PC, for instance, costs the same 2 points whether the Ally is built on 26 points or 50 points. As long as you know the NPC's point total is somewhere in the right range, you don't really need to know the exact total.
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#16 |
Join Date: Apr 2005
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Reasons to know the general point cost for a monster:
* PCs manage to acquire one as an Ally, Enemy or Patron. * GM is trying to determine overall monster lethality for game balance. * GM allows spells or powers which can summon, create or control said monster. Reasons to know exact point cost for a monster: * PCs can assume the monster's form using Shapeshifting. * GM allows PCs to play a monster. * PvP "build your own army" tactical combat scenarios. While I totally understand when a game book or scenario just gives monster format stats for a creature, I admire it when someone goes to the trouble to give proper and complete stats and point costs for a creature. "Proper" stats include minutiae like what and how much it eats, how long it sleeps, what temperature extremes it can survive, how it interacts with others of its kind and how long it lives barring disease or violence. That said, there are some types of NPC abilities which result in effectively infinite cost, like the recursive ability to permanently bestow powers. |
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#17 | |
Join Date: Mar 2006
Location: Iceland*
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GURPS character points are not intended to measure anything but how much a hypothetical player might want a trait, and given that GURPS is not a point-buy wargame, its points do not in any way reflect tactical, operational or strategic capabilities. They might sometimes roughly correlate with the ability to spotlight characters, assuming appropriate scenarios, but as GURPS points are priced for campaigns where artistic, comedic, investigative, puzzle, social or a wide variety of other scenarios are just as common and valid as combat, it's simply a red herring to use point values to gauge combat capability. When you want to compare combat capabilities, just directly compare the relevant capabilities, ignore what they would cost as abilities, especially as 'using equipment provided by employer' is a zero point cost trait.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#18 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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I don't want this to turn into a derailing argument about the value of building NPCs as PCs; I just wanted to suggest to the OP that a GM can save themselves work by not worrying too much about NPCs being "legal."
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Tags |
affliction, power builds |
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