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#21 | |
Join Date: Nov 2008
Location: Yukon, OK
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Looking for group in my area My GURPS official contributions 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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#22 | |||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Now, there were no alternative abilities used here, and you did caveat psionic powers. but we shouldn't have to resort to expert level play to make powers work well. Quote:
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I'd still struggle charging [5] points to go from 50 DR to 51 DR in a TL 10 setting. Now I often don't charge points for powers, but instead make strict "packages" that define what sets people have access to. Sometimes I'll tack on a [10] or [20] point surcharge for them, just so they aren't free, but the package will be worth a lot more than that. Its just not that advantageous to be a ST 15 tiger person in a game where you see two bouts of combat in 10 sessions, when the focus of the game is detective work, and when ST 20 super soldiers are common.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#23 | |
Join Date: Jun 2017
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(Reason I'm Asking: I've actually been wondering about ways to tinker with the FP cost to drive down the price and more-or-less simulate something like the Basic magic system.) |
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#24 | |
Join Date: Sep 2007
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I think that the biggest difficulty in getting really close to the standard magic system is that there's pretty much no way to get down to 1 point/spell. The -80% floor is one reason, but even then, the math doesn't work that way. I can recall beating down the price of spells with Fantasy HERO to a few points, but that's much harder with GURPS. (That might even be the correct result!) Hence the popularity of MA and AA in magic systems where mages are supposed to wield a wide and flexible array of different spells. Multiplicative Modifiers will get you closer. That scheme usually makes the expensive powers cheaper (going back in part to the previously-mentioned asymmetry between large +Enhancement values with fewer, smaller -Limitation values). |
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#25 |
Join Date: Feb 2005
Location: Berkeley, CA
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Yes. It makes the difference between "use when convenient" and "only use when it's worth 10 minutes".
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#26 |
Banned
Join Date: Jun 2005
Location: Bristol
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The devil is in the detail as they say.
With the PK advantage and the ability to 'fly' and AA TK etc means you can only do one of these abilities. You can ramp it up with Compartmentalised Mind (with 'x' ability reduction). However, PK's range is only 10 yards, very useful but not that far. You can expand it at a cost. The concentration manoeuvre can also be reduced at a cost. Hence, all these abilities mount up and begin to cost a lot, especially when you replicate the enhancements. Therefore you are going to reach for the AA. The downside to AA is that it makes all your abilities into one power (although with many entries). So you have a myriad of abilities all with AA but one of them is TK. And there is that anti Psi dude who is a TK blocker, maybe with Neutralise, they have a big bubble and an extended duration... oops you failed a roll and all your abilities have been zeroed for the next 'x' hours. As for Regrowth, I thought it would be best to reduced to 20pts for any background that can repair or grow limbs. A sort of 'literate' ability in a pre printing press world costs 10pts but being illiterate in a word with the printed press it is a -10pt disadvantage. I'm not sure if one of big cheeses in the GURPS world ruled this Regrowth to be 20pts in his games. |
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#27 |
Join Date: Feb 2005
Location: Berkeley, CA
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GURPS has always priced advantages and powers based on a combination of perceived rarity and perceived utility -- i.e. there's an unusual background cost already built in to the cost of powers. This means powers that were built as assumed rare but are actually common in setting are usually overpriced.
Separately, utility is based on a combination of how often it's useful, and how useful it actually is. When you're including abilities in a framework that means you only have the power when you need it, the frequency of usefulness should really be separated from the value it gives when it is useful (this is particularly problematic for modular abilities). |
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#28 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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It didn't break nothin. * And gave it to the Troll race. But I also allowed Martial Artists and Lizard Folk to buy it. And others, once they were fey twisted/mutated enough. |
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#29 |
Join Date: Aug 2004
Location: Wellington, NZ
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That does depend how big your FP/energy pool is. If it's big enough that you're unlikely to run out before getting a night's rest even with frivolous use, 1FP cost powers will get used frivolously. My experience is that 'costs FP' is mostly effective as a restriction on the use of continuous powers, because paying 1FP/minute is a fairly high cost outside of combat time.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#30 | ||
Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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