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#1 | ||||||
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Join Date: Sep 2004
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Working with 2x2 (2 yards wide, 2 yards high, 1 yard thick) blocks while using a hex map works rather well. Naturally it's less important with the +30% version since it only do a single shape (defined when you purchase the ability). However, it's really useful to keep the 60% (defined each time you use it) from turning into a math exercise.
It's less area (4cy rather than 6cy), but I find multiples of 2 friendlier to work with and would rather make the difference up in side benefits. Also, I allow Wall to be taken without Area (since the first level multiplies it by 2 anyway). Quote:
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a) constructs that can't move (need to be destroyed) or b) physical objects (mass based on HP) that work like any other objects. Quote:
As for obscuring walls, I've always considered that a special effect if the opaqueness was defined during ability creation. Quote:
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Last edited by naloth; 12-02-2021 at 10:41 AM. |
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#2 | ||||||
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Join Date: Jun 2013
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__________________
GURPS Overhaul |
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#3 | |
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Join Date: Sep 2004
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In any case a 1 point solid wall (which is what -- a fractional pi- attack with enhancements?) doesn't cover much, is a wall rather than area, and is destroyed by anything more powerful than a sneeze. I just don't see it upsetting game balance. The value of obscure is to coat an area in a field that can't easily be gotten rid of. Sure, you can do Wall on Obscure, but I would only consider linking it with a damage field (perhaps a sonic wall that captures noise) that can't be easily destroyed. If you wanted to create an area inside a wall construct where you couldn't even create light or sound, then link obscure. |
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#4 |
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Join Date: Mar 2012
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#5 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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| Tags |
| homogenous, wall |
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