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#1 |
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Join Date: Aug 2008
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I know the standard way of doing this I to use Bestows a Bonus, but I'm curious why it costs what it does, especially when it is so pricy at low-end skill granting.
Frex, Bestows a bonus, narrow, +4 costs 8 energy. This will equate to a single cp in an easy skill. It's not even as efficient (in terms if cp/energy) as altered traits. Frex, it costs 10 energy to give someone Super Jump, and 32 energy to boost an untrained subject's Flying Leap to the +0 level. I get why bestows a bonus is pricy, but I don't get why that's what we use to grant skill in things people lack skill in. Is there a reason I'm missing?
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#2 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Hmm. Now you gave me the idea of granting limited Modular Abilities with RPM. Probably Path of Mind to tap the global unconscious.
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#3 |
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Join Date: May 2009
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I think bestow bonus is based on the idea that there is some existing skill already.
You could do one spell with two lesser effects, one to give them a point in the skill and one to give them the bonus to the skill.
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Maxwell Kensington "Snotkins" Von Smacksalot III |
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#4 |
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Join Date: Aug 2008
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This is an idea. Frankly, I'm really on the fence about altering the convention. There are cases where it seems too expensive (mostly involving defaults), but outside those instances, it seems to work. Perhaps 1 energy per -1 of default for a skill in altered traits for that perk that reduces default penalties? I suppose that'd be a raw way of addressing it.
One energy to treat a skill as if it had a cp in it might work, also. I'd love to hear from ghostdancer or pk especially for the reasoning on the original convention.
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#5 | |
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Join Date: Jan 2011
Location: Chelyabinsk, Russia
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Quote:
Moreover, sometimes the roll doesn't involve skills at all. And anyway, it's magic!
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MH Setting. Welcome to help. |
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#6 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
You can use combinations too, if a skill doesn't have a default (like Flying Leap) then you could add that using Lesser Strengthen Mind (3) + Altered Traits, Flying Leap IQ+0 (4) + Bestows a Bonus, +5 to Flying Leap rolls (16) + Duration, 30 minutes (2). 25 energy (25x1).
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#7 |
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Join Date: Aug 2008
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For some reason, I thought altered traits couldn't be used for skills. Why would you limit using it to avoid skill defaults? The hard cap seems sufficient to prevent abuse. If you are running off of a default, enjoy a benefit you paid for. Just preventing altered traits from boosting a skill above attribute+0 should suffice, I'd think. I like the idea of boosting techniques, too. I hadn't even considered that yet.
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#8 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
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#9 |
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Join Date: Jun 2013
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Granting skill (rather than just bestowing a bonus) should probably be a Greater Effect. Suddenly functioning as though you have decent training is far more reality-bending than managing to get consistently lucky, at least in my opinion.
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#10 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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I disagree. Lesser Strengthen Mind can increase a target's IQ, Will, or Per up to +30%. It also states specifically that it can add any mundane mental advantage (which I'd be willing to extend to skills).
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