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#21 | |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Quote:
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#22 | |
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Join Date: Jul 2008
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I don't see any logical reason for your Allies to inevitably get taken out that way while your Contacts are left alone, but if that's how you play I suppose it does give Contacts a certain advantage.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#23 | |
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Join Date: Aug 2007
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A knight can have a horse for an Ally but that doesn't mean the horse won't stay in the stables when it's put there.
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Fred Brackin |
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#24 | |
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Join Date: Nov 2011
Location: South Dakota, USA
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Part of the argument given for why Contacts are overpriced is that you can just take an Ally that does everything a Contact does but for an overall better "deal" (be it doing the same for less, more for less, less but for a lot less, or more but for not much more... possibly another combination or two I left out). Now, getting to the generic Ally Advantage, if Ms Celebutante is bought as an Ally (or if she's built on enough points to be a Patron)... she doesn't have to actually show up to be of help even when the roll for Frequency of Appearance indicates she's available. If she is also a Dependent or has some other mechanical, in game reason (like her own Disadvantages) that would indicate otherwise, that's a different matter. At its basic level, an Ally can be helping you remotely, as could a Patron of Contact... at least how I understand the rules. Given her description as Ms Celebutante, I get the impression as an Ally it is quite plausible for her to be assisting you "remotely" and to avoid danger, unless she is indeed also purchased as a Dependent.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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#25 |
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Join Date: May 2005
Location: Lynn, MA
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I've raised this point before in another thread. A contact is almost never a good deal points wise. Just use Allies.
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#26 | |
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Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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I also treat Contact skills as informational Wildcards. Haven't figured out what to do about Groups though. |
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#27 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Allies are probably underpriced, though.
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#28 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Personally, I think Contacts are supposed to have unusual access that isn't automatically available for an Ally. For example you can take a Mob Boss as a contact and he's going to be assumed to have the resources of the mob at his command.
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#29 |
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Join Date: Jul 2008
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You could take a Mob Boss as an ally too.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#30 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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