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World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Howdy!
I've recently looked into using Wildcard Powers (GURPS Supers, p. 41 and GURPS Power-Ups 7: Wildcard Skills, p. 20), and I ran into the problem that was keeping me from using them before: the rules are a bit too simple. If I take Flight! [160] as my Wildcard Power, it stands to reason that I can use Flight alongside any other ability of 40 points or less so long as I can justify it. That ×4 cost is the same no matter how broad the base ability is—e.g., something like Control Magic! might justify using any power that could be considered a spell. That seems a bit off to me. In effect, a Wildcard Power is your base ability plus a weird single-slot Modular Ability that's worth 3 points per point of ability. Again, it's not modified on how flexible that pool is or isn't. So, Control Fire Magic! might end up costing me the same points for less flexibility. Furthermore, it seems almost impossible to get an equivalent Modular Abilities setup for the same price that does the same thing, but it seems like there should be a way! I have considered altering that ×4 modifier up or down based on the flexibility of that pool—from ×6 being for something as flexible as Control Reality! to ×2 being for something... well... really limited. This would essentially be the same as calling it Modular Ability (Wildcard Power) worth 5 points per point of ability then limiting it akin to Sorcerous Empowerment. However, that's just the thing: by comparison, Sorcery is much more expensive for doing something very similar. But maybe I'm looking at it all wrong! Thoughts?
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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| Tags |
| modular abilities, powers, sorcery, supers, wildcard powers |
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