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#41 | |
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Join Date: Jul 2015
Location: Within the pages of a never ending story.
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Game mechanic wise, I see it doing the following:
"Extra effort" is basically already accounted for already in the feats described on pg. 353 of Campaigns, e.g. any weight above BLx10 is already costing FP. That's just how I see it, YMMV.
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"Those who go where angels fear to tread often have more in common than you might think with the demons they rub shoulders with."
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#42 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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IME, me being clumsy and unskilled was a reason why I could lift (particularly bench-press!) significantly less than would seem possible for my muscle mass. The Lifting skill is supposed to fix that, that increasing effective lifting ability.
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#43 |
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Join Date: Jul 2015
Location: Within the pages of a never ending story.
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What I'm trying to say is that lifting technique will optimize your strength so you can use your full Basic Lift for the feats of strength; say, if you don't have at least one point in Lifting skill, you might only be functioning at 80% of your normal Basic Lift, where as someone with a point in Lifting skill could function at 100%. It's only trained ability to optimize the strength you already have, not supersede it. It makes far more sense to me that way.
__________________
"Those who go where angels fear to tread often have more in common than you might think with the demons they rub shoulders with."
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#44 | |
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Join Date: Oct 2005
Location: Göttingen, Germany
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--- One specific question: When using the rulings in the article like revised ST table etc., some notes about melee weapons are given. Are they also some implications for muscle-powered ranged weapons or can we assume everything to stay consistent there? Thanks! Last edited by OldSam; 09-21-2015 at 07:25 AM. |
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#45 | |
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Join Date: May 2008
Location: CA
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#46 | |
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Join Date: Aug 2004
Location: Austin, TX
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Of course, if you do this, people in really good armor are going to invulnerable to scrubs. You said you wanted realistic, and that's what realistically happened. For a more D&D sense of realism, intended specifically for fantasy games, you may want to look at Better Fantasy Armor. It's a relatively simple set of house rules that handles layering and scaling armor, provides a simple system for purchasing and weighing armor, and has lots of serious and semi-serious armor qualities, so you can have monks in Athletic, Meditative Fine Giant Spidersilk Robes, oversized barbarians in Crude Dragonscale over leather, and knights in fluted plate harness, and everything (mostly) make sense. It all depends on how house rule tolerant you are.
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Read my GURPS blog: http://noschoolgrognard.blogspot.com |
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#47 |
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Join Date: Oct 2005
Location: Göttingen, Germany
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Do you mean the standard armor values from the Basic Set? ATM I'm using the Low-Tech stuff... If I correctly understood your approach for "Better Fantasy Armor", than you try to be more compatible to common fantasy genre assumptions, with lesser priority for realism than Low-Tech, right?
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#48 |
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Join Date: Aug 2004
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Okay, having more or less groked Timothy's excellent article on Technical Possession (and Mind Control, and Mind Reading, and...), what I really want to do is change the QC of a malediction into a application of Malediction points (MDPs?), that can then be spent to apply whatever it is the Malediction does.
Im not sure if I would have MDPs reduce stats like CP or MCP do. If they dont, this would reduce the cost of the malediction enhancement, as you lose one of the big balancing factors for having delayed gratification to your effect. I'd get rid of the state reduction because stat reduction is a big part of what an Affliction does (and is one of the big users of Malediction), and there is no need to double dip on this. Maybe borrow from Side Effect: 1/3 of Will (or HT, whichever the QC targets) in MDP costs such and so, 2/3 more, and so on. Reach your threshold in MDP to inflict whatever you inflict... hrm...
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#49 |
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Join Date: Apr 2011
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It's worth mentioning that with the rise of modern scholarship on arms, armor, and western martial arts, we are starting to recalibrate out notions of just how weapons and armor are supposed to interact on the tabletop.
There's a big difference between the "feels right" mechanics implied by movies and TV shows, and what we're starting to reconstruct about how things might have actually gone historically. RPGs like GURPS are a big part of driving the demand for this kind of scholarship, and it's a work in progress. Does plate armor stop an arrow from an english longbow? How were those bows shot? This week on scholagladiatoria (where I get all my news on world events) I saw totally different answers from what I've previously read. The age of the 20 lb greatsword-as-can-opener is only recently passed. So long as it works in-game for story purposes, I think this is a case where we need to wait for the cutting edge to advance a little further before we can definitively say what the right values should be. |
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#50 | ||
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Join Date: Aug 2004
Location: Austin, TX
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But now we're moving off the topic of the thread.
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Read my GURPS blog: http://noschoolgrognard.blogspot.com |
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