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#11 |
Join Date: Sep 2006
Location: Luxembourg
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As someone said above, I would rule this build illegal at my table :
MA cost +0% for 'mental abilities and skill' only, +50% for physical ability only, +100% for mental and physical. You cannot get around that by taking mental only as an AA of physical only, for an huge discount. That said, skills are covered in the "mental and skill only, +0%", so there is actually no need for the physical enhancement. |
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#12 | |
Join Date: Dec 2007
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#13 |
Join Date: Aug 2014
Location: Snoopy's basement
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#14 |
Join Date: Feb 2005
Location: Berkeley, CA
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In any case, I think it's true that wild talent is a bad deal compared to modular ability (skills), but that has more to do with modular ability (skills) being broken than with wild talent, ordinary skills are also a bad deal compared to modular ability (I would outright forbid using modular ability on skills, only allowing it for advantages).
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#15 | |
Join Date: Dec 2012
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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#16 |
Join Date: Feb 2005
Location: Berkeley, CA
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I'd probably want to make it comparable to jack of all trades, so 'when applied to skills that you only have at default, it costs a minimum of 1 point per +1 to skill'. Thus getting the 1 point level in most skills would require 4 levels (40 points).
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#17 |
Join Date: Jun 2010
Location: Dreamland
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Even without comparing MA, Wild Talent just doesn't seem worth it. It's 20pts to have one skill at attribute once per session. It ignores TL but no other requirements. But having one skill permanently at attribute is roughly 3pts (considering how few VH skills there are). Being able to change this skill out is a big deal, but counteracted by being able to only use it once per session.
Really, I wouldn't have an issue with Wild Talent costing 4 points per level with a large buy in price akin to Unusual Background to make up for the ability to buy skills you normally can't. Considering Wild Talent is already Supernatural, you like already have to buy that UB anyway (or not have to at all depending on the campaign). |
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#18 |
Join Date: May 2007
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Gizmo seems fairly priced at 5 points for one use per session of any plausible item. I'm not sure that wouldn't also be a fairer price per one use per session of any plausible skill, with a +50% (say) cosmic-like enhancement to allow it to include skills you could never have learned, such as those at a higher TL.
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I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. |
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#19 |
Join Date: Jan 2017
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Wild Talent only seems potentially worth it with the Retention modifier as it allows you to bypass some new skill learning requirements.
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#20 | |
Join Date: Jun 2010
Location: Dreamland
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Tags |
alternative abilities, modular abilities |
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