08-17-2015, 05:37 PM | #21 | |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Converting "Problematic" Spells to Powers
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08-17-2015, 05:50 PM | #22 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Converting "Problematic" Spells to Powers
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What you want is Insubstantial, Can Carry XH +100%, Affects Substantial +100%, Missile Attacks Only -50% [200]. This means you take a Ready action to turn it on, and then you are insubstantial to missiles. If you added Reflexive, the first time someone shot at you you'd make a Power Dodge, and then you'd be insubstantial (no additional dodge rolls required) until you turned the advantage off. |
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08-17-2015, 09:50 PM | #23 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Converting "Problematic" Spells to Powers
Explain your reasoning for Affect Substantial. It has zero value here.
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08-17-2015, 09:59 PM | #24 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Converting "Problematic" Spells to Powers
If you want to affect the substantial while using a power based on insubstantial, you need affect substantial. This is true even if you're using a limited form of insubstantial.
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08-17-2015, 11:24 PM | #25 | |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Converting "Problematic" Spells to Powers
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That said, I wouldn't object to paying the +100% for Cosmic: NDRR in my previous build. Nobody gets to argue over whether you should roll or not that way. |
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08-17-2015, 11:58 PM | #26 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Converting "Problematic" Spells to Powers
If you don't want to be making power dodge rolls, you're going to use a build that's switched on and stays that way.
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08-18-2015, 01:45 AM | #27 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Converting "Problematic" Spells to Powers
There should be no cheap way to do it. GURPS Magic is wrong here. As in so many other case.
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08-18-2015, 06:58 AM | #28 | ||||||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Converting "Problematic" Spells to Powers
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The simplest way to convert Flash is an Affliction that gives -3 to DX and has Secondary Disadvantage, Blindness. That way anyone who fails their HT roll is at -3 DX, who fails by 5+ is fully blinded. Quote:
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08-18-2015, 07:30 AM | #29 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Converting "Problematic" Spells to Powers
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08-18-2015, 11:32 AM | #30 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Converting "Problematic" Spells to Powers
Quote:
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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