07-04-2024, 03:48 PM | #11 | ||
Join Date: Apr 2019
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Re: GURPS Meta-Tech
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That means there's an additional -0.3 somewhere for a final BCM of +0.7. That accounts for double cost repairs and extra total device cost. If the device is also powered by rare, double-cost materials, that's an additional -0.3, for a final BCM of +0.4. Clearly, -0.2 of this modifier is "rare and often require adventures to obtain." If that's not the case, add 0.2 for a final BCM of +0.9 and +0.8 respectively. So: No activation skill needed is equal to PM +100%. Double cost repairs is equal to -10%. Expensive power charge cost -10%. Requires adventure for repairs is equal to -20%. Requires adventure for power charge is equal to -20%. That's how I figure it. |
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07-04-2024, 04:19 PM | #12 | |
Join Date: Nov 2004
Location: Sydney, Australia
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Re: GURPS Meta-Tech
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I know there's a "reverse engineering" thread going on, which is cool because it demonstrates some of the cool new stuff and how people can apply it in novel ways. And as Kromm says, there're new traits that can be used for PCs, so you get more than just a system for doing its core function - it expands beyond that. And then there are already so many options, you don't need to microdetail on how it got put together, you can just use it. Straight forward steps and a flow to follow, and you end up with cool gear!
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07-04-2024, 05:34 PM | #13 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS Meta-Tech
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07-04-2024, 05:47 PM | #14 |
Join Date: Apr 2019
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Re: GURPS Meta-Tech
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07-04-2024, 07:07 PM | #15 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS Meta-Tech
Okay, I see the item about no activation roll being needed for +1.0.
For the rest, I get slightly different results than you appear to. There are four statements: "repairs cost x2 and need special materials," "special materials for repair are rare," "power needs special materials," and "special materials for power are rare." Call them A, B, C, D. Now, AB costs -.3; A alone costs -.1; therefore B costs -.2. ABCD costs -.6; AC alone costs -.2; therefore BD costs -.4; therefore D costs -.2. And finally, then, C costs -.1. So I think I differ from your interpretations of A and C: A is "repairs costs x2 AND need special materials," C is "power needs special materials." The use of "expensive" for C doesn't fit the source, which says the cost is modest. But your method of analysis seems to be sound: I get the same numbers you do. It's curious that Reliable+10 is +50%, but No Activation Roll is +100%. Thanks for the analysis!
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07-04-2024, 11:37 PM | #16 | |||||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Meta-Tech
Thanks!
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So an enchanted object by baseline requires mana, energy to operate, or a powerstone. It has to have one of those. But you can add a requirement for batteries too or the other two. So if your item needs mana, costs 1d-3 ER/FP, batteries, and a powerstone the BCM becomes -0.4. Self-Powered isn't just about batteries - it kills the entire need for outside energies to power the device. That's not a deal at all. I'll also note that if the GM isn't tracking mana, having enemy with dispelling magic, etc. then none of this is a disadvantage. It's like normal magic or power modifiers, if you don't enforce the downsides then it has no downsides and the PCs should pay more. Quote:
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07-05-2024, 05:06 AM | #17 | |||
Join Date: Jun 2013
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Re: GURPS Meta-Tech
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My apologies for not bringing this up in the playtest - the seed of it occurred to me there, but with so much going on I promptly forgot about it until now.
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07-05-2024, 05:39 AM | #18 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Meta-Tech
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Now, Self-Powered...why did it become +4 CF instead of the double cost I originally had it at have two reasons:
If self-powered objects are more common in your world just use the Ubiquity rules with each step up a +1 and each step down a -1. So ... impossible is +7 CF, very rare is +6 CF, and so on. You could even use the SSR if you wanted with each step going up a level. So say the base line is +4 (or +2 SM on the table) and each step makes it go up. So +2 steps would be +10 CF. If self-powered is uncommon (the baseline) then making it impossible is three steps or +15 CF. Same counts for going downward.
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07-05-2024, 04:11 PM | #19 | ||
Join Date: Jan 2024
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Re: GURPS Meta-Tech
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It makes sense that each of Mana Sensitive, Requires Powerstone, and Costs ER add -0.1 BCM. What we're confused about is why any one of those also removes the battery requirement. If Requires Batteries is effectively also a -10% limitation, then there is a -0.1 BCM missing. You emphasized that "baseline Enchanted Objects don't [require batteries]". Are you saying that Enchanted Objects just ignore the baseline assumption that all Metatech requires batteries? Something else I just noticed: Mana Sensitive effectively has two components: -5% for the actually being sensitive to Mana levels, and -5% for being subject to typical magical countermeasures (Powers pg. 27). This implies that an Enchanted Item being powered by a Powerstone or ER, rather than ambient Mana, is not subject to those countermeasures... It seems like the break down should have been a starting BCM of 0, where the battery requirement is replaced by a sensitivity to Mana levels and being subject to countermeasures (because it makes sense that all magic items would have the standard limitations Mana Sensitive/Magical). Then adding batteries back, or Powerstone or ER, would each add -0.1 BCM. Quote:
(Also still annoyed that the limitation doesn't say if/how often to re-apply the Corruption for ongoing abilities. But I guess at least now I have the precedent of battery durations...) On the off-chance there is still a possibility of errata, I really would clarify that using Corruption instead of Fright Checks for Cthulhutech changes the BCM to -0.2. The fact that it stipulates a cost change if added, but not one if swapped, syntactically implies that swapping doesn't change the BCM. While we're at it, I would have had it reference the Corrupting limitation itself (pg. 22), which much more directly states the standard of Corruption = 20% point cost, rather than requiring the reader to make the leap that, out of the many suggestions in the main Corruption section, that specific convention is what's intended. As opposed to, say, the suggestions under Using Cursed Artifacts. Last edited by Scriptorian; 07-05-2024 at 05:12 PM. |
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07-05-2024, 04:59 PM | #20 | |
Join Date: Jun 2013
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Re: GURPS Meta-Tech
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I think the way I'd prefer to run it, while it's certainly counter to the book, is that an enchanted item by default requires either a Mana Battery (using the guidelines from (Alternate Technology)-Powered - which are awesome by the way) or a Powerstone, and you can freely swap out which you're using. One that is using a Mana Battery also requires ambient mana to function; in the absence of ambient mana, the character can instead burn 1d-3 magical ER (only) to power it (technically this means someone can get lucky and power it without losing any ER, but as they'd be required to invest in ER to be able to use the item in this mode, while normally MTD's don't have an enabling Advantage, I think that's fair). I'm not demanding others should do it this way, or even saying that's the way it should have been written (I think you've got good reasons for handling it this way, they just don't jive well with me), but if Enchanted Item's "Replace the battery requirement with needing mana, -0.1 BCM" bugs people like it does me, the above may be an alternative option.
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