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#1 |
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Join Date: Jun 2010
Location: Dreamland
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There's a lot of optional rules that make things just more inconvenient for everyone. While I get some people like that, I'd rather find a way to simplify it and get back to roleplaying.
Similarly, I try to put all complicated processes in character creation to streamline the actual roleplaying part. I'd far rather spend an extra four hours before starting than gum the game up for an hour trying to figure something out. I entirely ignore the creation pool of Create. It's permanent. If that's a problem, Wealth or Vow solves the problem neatly. Duplication gets Signature Gear copied for free. The enhancement instead covers everything else. Kromm made a great point about Gadgets at one point and how you keep them when you duplicate. Trained By A Master and Weapon Master are the same trait now. Taking WM for 45 means you have TBAM. Taking WM: Unarmed is basically the same thing as TBAM (and it honestly still feels a little overpriced at 15). Very Attractive seems necessary? I don't know why it doesn't exist, and the way other traits interact with appearance (like Classical Features) seem oddly powerful when you have exactly Attractive. Signature Gear is just a perk. Buy the item normally. Oh, and Wealth now can be split in two with limitations for if it applies to what you start with vs what you make. And in campaigns where the second doesn't matter, it basically just costs half as much. SM doesn't affect ST prices. Having a positive SM is now a non-afflictable disadvantage (you still need Growth). For humans, Gigantism would give you that extra level. Oh, and ST costs are different, dropping as it goes up. Contrary to the first points, Trading Points for Cash is more complicated in play, but is easy enough to figure out. If you are spending actual cp, you just increase Wealth with Starting Only, giving you money equal to the difference. The same for Impulse points (from Destiny, Bang!, etc) but your actual total doesn't go up so later points don't give you increasingly more money. |
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#2 |
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Join Date: Feb 2016
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One that I use is that beneficial cumulative Afflictions are limited to a number of instances at any given time by their 'resistance' trait. It tends to cut down on the people who want to buff themselves to near infinity (not a difficult thing to do if you design the ability correctly). It is especially important to have such limits in supers campaigns.
For example, a super with a beneficial cumulative Affliction with Melee, 1-4, Dual (-0%) can target friends up to four yards away twice per turn (and will allow their users to defend themselves twice per turn). A cumulative beneficial Affliction with Extended Duration (x100) that gave DR 1 (Absorption, +100%; Bane, Afflictions, -20%) could transform a fighter into a literal tank with just a couple of minutes of effort (a HT 12 super with Very Fit would receive an average of five hours of buffing). Without any limitations of instances, the user could give each of their allies (and themselves) one hundred successful cumulative buffs within one minute, given them DR 100 with Absorption (+100%). If it is limit to HT though, it would max out at a maximum of 20 instances and probably much lower than that. |
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#3 |
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Join Date: Jul 2009
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A 10% discount on positive-value racial templates might be about right, by analogy to the 90% pricing of a single alternate form. As long as the racial templates aren't super optimized, it shouldn't break anything.
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#4 |
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World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Ya know, I was thinking of a 10% discount myself, and I appreciate you providing solid justification for it! That's a great idea. Thanks!
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#5 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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The main problem with racial templates is that they might include advantages you don't want, either because it isn't relevant to what you're trying to do, or because the advantage is just objectively bad. Not much to be done about the first, other than changing how races are designed, but the proper way to fix the second is to fix those objectively bad advantages. |
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#6 | |
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Join Date: Jul 2009
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And this is specifically to address the 'not much can be done about the first' part you mention. It's not a perfect solution, but if you want to encourage use of racial templates it may be better than doing nothing, and is very unlikely to break the game. The failure state here is 'whoops, now I'm running a game with a party consisting of a minotaur, a winged elf, and a faun' which isn't terrible if your reason for implementing the discount was that people kept just going human for optimization reasons. Probably if we want to debate this further, someone should open a thread about racial template costs or something, though. |
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#7 |
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Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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For Signature Gear and Trading Points for Money, I use a variation for characters who have a lot of wealth. The basic system I think works quite well for characters who don't have much money, but is not as useful for well-to-do PCs.
http://mygurps.com/pmwiki.php?n=Main.GURPSMoney
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The Times They Are A-Changing! Your income is about to change Pyramid #4/4: Fantasy/Magic II The Alchemists' Guild and much more GURPS Fantasy Folk: Elves My first GURPS supplement |
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#8 | ||||||||
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Join Date: Aug 2018
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P93's point-per-10%-average-starting-wealth could perhaps be tweaked in a more generous direction though. If anyone can use B26 "Trading Points for Money" to get stuff they want then why have Create at all, basically? B85 Signature Gear for example uses 50% of ASW per point, and unlike TPFM it's stuff you're guaranteed not to lose (or get replaced if you lose) unless voluntarily giving it away. TPFM presumably has an inferior ratio because it is versatile (the money you get can be spent on anything later on, unlike Signature Gear which is fixed as one thing). Although presumably you could just use points to buy Signature Gear and then sell your SG for money, perhaps you're not necessrily going to get a fair value for it? I think why he Creation Pool uses 10% instead of 50% is that it actually is versatile like money since you can reclaim spent points to create so long as whatever you made isn't eaten before you reclaim it. You can buy Ranged for Create but I don't know if you have to buy that separately for reclaiming or if it's included. One precedent for allowing "Permanent" on Create might be that B86 allows it to be purchased for Snatcher, though it suggests GMs are free to forbid it due to "boundless wealth" problems. One other idea would be to take a "must always stabilize" approach on Create, but to invert the rules for character-point-powered abilities to determine a substitute higher FP cost. "Character Point-Powered Abilities" (PU5p13) are 1/5 normal cost, so you could just make "Stable Creation" an ability where base value of trait is 5x as much as categories normally dictate (200 large, 100 medium, 50 small, 25 specific) or perhaps charge 5x as much for Extended Duration enhancements? Another approach could be to require the "Independent" enhancement (+70%) to represent "stabilizing" something. Since that stabilizes for the lesser of base duration (10 seconds) or MoS minutes (the IQ roll you make when creating) once you increased the base duration a certain amount, you'd need to start extending the MoS duration too, basically paying TWICE as much for Extended Duration in the long run. Quote:
If another book were to revisit it, I'd be interested in widening the scope beyond Afflicting leveled traits/penalties (leveled enhancements) to using it on leveled traits outright somehow. Quote:
Even for an unbreakable shield, wouldn't Size matter when using Striking at Weapons for the purpose of disarming rather than damaging it? Maybe Size should just be worth fewer points for unbreakable objects? Quote:
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The recovery rates seem worth more than a perk... Quote:
P70's "Fatigue Recovery" enhancement is only "for fast or better". Which B80 minimum is base 50 points for 1/minute. Regular is 25 for 1/hour which obviously sounds overpriced for FP (you already regain 6 per hour) but maybe there could be some scaling "lower than 50" versions of Fatigue-Only regeneration? Takes Extra Time maybe? -10% 2m -20% 4m -30% 8m -40% 16m At that point (50 -40% = 30) you're spending 30 points just to less-than-double your FP recovery (inferior to first tier of Recover Energy at skill 15) and still costing way more than a perk. You could bring it down further by using Mana-Sensitive and Requires Concentrate, that'd give you another 20% for -60%, but that's still 20 points to buy. The only way I could think to bring the price down a huge amount would be not just trying to max out limitations at -80% but also doing 1/5 to overall price as some kind of Alternate Ability. Like maybe you can't use Magery and Recover Energy at the same time? Focusing on absorbing mana as an alternative to using your perception? Dealing with a base cost of 10 points instead of 50 would make it a lot more affordable, and comparable to putting 1 or 2 points in a spell. Alternative Abilities are kind of similar to TEmporary Disadvantage: Shutdown except you can work outside the -80% limitation limit by using AA to shoot for 1/25 costs. |
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#9 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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I'm happy to ignore the fatigue rules provided the characters behave sensibly, taking rests at plausible intervals and not routinely pushing the limits. Since they rarely have to carry much encumbrance, this mostly saves bookkeeping.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#10 | |||||||
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Thats more than even we're using in the PbP fight! I think the biggest alteration we made to last gasp was the alternate movement rules from doug's blog. Those were a big help.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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| Tags |
| affliction, fixed, house rules, rules |
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