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#81 | |
Join Date: Sep 2005
Location: Topeka, Kansas
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Plus, I've tried to make it clear that just because weapons exist, doesn't mean everyone and his little sister has one. It's kind of like Firefly in that sense. Lasers exist but only the military and like one dude in one episode have one and its a big deal. To dial it back to modern day, sure criminals have guns, many have automatic weapons, but they don't have Rocket-Propelled Grenade Launchers except in VERY rare circumstances. The good guys? Well, I am reminded of a classic scene from one of the greatest TV shows. The Judge: You are a fool. No weapon forged can stop me. Buffy, as she pulls out a rocket-propelled grenade launcher: That was then. This is now. The Judge: What's that do?
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Cleopatra: Whenever she assigned me to the switch, was that Voice, or was Raina influencing her thinking? Because, I mean, if it was Raina, she got inside my head and decided that I would screw it up. |
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#82 | |
Join Date: Feb 2005
Location: Berkeley, CA
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#83 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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I'm saying to ignore them for the innate ability. The gear has the huge advantage that you can pass it around and give all your friends its upsides when you're not using it, which I think offsets its downsides.
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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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#84 |
Join Date: Jun 2013
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My own inclination would be to account for them due to how variable the downsides can be (with no weight downside, might as well get as high of DR as you can with Cheap Scale armor instead of springing for Masterfully Tailored Plate armor - although of course the GM can step in for egregious violations, like buying a helmet that full covers the eyes and claiming the Eye DR without having to deal with being blind), and I'd argue the ability to share is only offset by the downside of being readily-policeable ("You must surrender your weapons before you can meet with the king"). But with all that said, I can certainly appreciate the simplicity of "Whether it's actually Gear or is an Innate Ability, you pay the same regardless."
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GURPS Overhaul |
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#85 |
Join Date: Feb 2005
Location: Berkeley, CA
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Really depend on the downsides of the gear. For a lot of armor, the actual monetary cost is not all that significant, the reason you don't wear it is because it's heavy, hot, inconvenient, and socially unacceptable. That's why I wound up calling it signature gear + payload. Its really "signature gear, non-nontransferable -?%, non-removable +?%" plus "payload, fixed contents -?%, items usable while in storage and don't apply non-weight-based inconveniences +?%" but I'm comfortable claiming those all add up to 0% (and hey, if you want to be visibly armored... take your payload as external).
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#86 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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I'd ignore encumbrance rules, too, in a campaign like the implied one . . . It isn't like tough-due-to-armor supers and tough-due-to-intrinsics supers are normally portrayed as differently agile. Armor being heavy and bad is usually a fate reserved for overconfident bad guys. Again, in many games, you pick your ability and handwave the special effects like "I'm a mutant" or "I wear armor."
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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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#87 | |
Join Date: Aug 2014
Location: Snoopy's basement
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#88 |
Join Date: Feb 2005
Location: Berkeley, CA
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Sure, if encumbrance is being ignored in the campaign, it shouldn't apply to innate abilities either, but I saw no evidence for that.
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#89 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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First, I'm pretty much saying that if your gear is guaranteed to come back unless you actively choose to let it go – which is what Signature Gear does – then those limitations don't make a lot of sense. Second, gear limitations are meant for creating gear you can't buy with cash. The idea is that you have powers, just focused through an object that probably makes no sense as technology. I'd say that nothing available for money should ever be bought as advantages with modifiers. So . . . Yes, you have powers. But they're boring powers, emulated or even exceeded by tech. So, gear limitations are off the table and cash is the order of the day. If you prefer to say it's innate, great, say that . . . but don't pay more points than the cash would cost. In this way, someone with DR x bought as gear bought with cash for points and someone with DR x bought as an innate power no better than gear sold for cash are out the same number of points. This is only a bad approximation if (1) you're really into bean-counting, and (2) the GM enforces all the drawbacks of gear. My experience is that ordinary gamers rarely like #1 and most GMs find #2 a headache. YMMV.
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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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#90 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Put another way:
Player 1: "I am Armor Dude. I have DR 100 from gear bought at Armor-Mart."This isn't verbatim from a campaign, but I've actually done it more than once and I've yet to have a non-rules-lawyer complain. Of course, "Well ackchyually" guy might complain, but that's a good example of holding up a perfectly good solution by standing on ceremony.
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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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