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Old 06-05-2008, 11:22 AM   #111
Kromm
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Default Re: GURPS Power-Ups 1 is out

Oh, if you took the -5 and failed, you don't pay a thing. You already "paid" by failing thanks to the -5. Sorry . . . I didn't read the details, I just addressed the question in the post.
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Old 06-05-2008, 11:38 AM   #112
Not another shrubbery
 
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Default Re: GURPS Power-Ups 1 is out

Quote:
Originally Posted by Rev. Pee Kitty
Heck, let's just ask him. Sean, what happens if you fail the roll?
Quote:
Originally Posted by Kromm
You pay 1 FP for the attempt either way.
*blink*

Wow! THAT's Service!

I wanna go next!
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Old 06-05-2008, 12:06 PM   #113
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Default Re: GURPS Power-Ups 1 is out

Quote:
Originally Posted by Kromm
Oh, if you took the -5 and failed, you don't pay a thing. You already "paid" by failing thanks to the -5. Sorry . . . I didn't read the details, I just addressed the question in the post.
Hehe, well I didn't read Revs post, only your answer, thats probably what confused me :)

Thanks for clearing this up.
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Old 06-05-2008, 01:16 PM   #114
David Johnston2
 
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Default Re: GURPS Power-Ups 1 is out

Quote:
Originally Posted by Rev. Pee Kitty
I wouldn't, because the book states "Failure simply means you don?t get
the benefit of the skill."
While I agree that that is not 100% clear, the "simply means" (a common rephrasing of "only means", as in, this is the only thing that happens) implies that the only downside to failure is that nothing happens.
The fatigue is spent whether you fail or not so it isn't a downside to failure.
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Old 06-05-2008, 01:50 PM   #115
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Default Re: GURPS Power-Ups 1 is out

Given that, it would seem that the 2 FP spent on a critical failure are in addition to the one needed to attempt the skill; right?
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Old 06-05-2008, 01:55 PM   #116
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Default Re: GURPS Power-Ups 1 is out

Quote:
Originally Posted by dataweaver
Given that, it would seem that the 2 FP spent on a critical failure are in addition to the one needed to attempt the skill; right?
That's the way I read it, yes.
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Old 06-05-2008, 02:58 PM   #117
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Default Re: GURPS Power-Ups 1 is out

Quote:
Originally Posted by Rev. Pee Kitty
Thanks for the clarification!
Yes, thanks. It was the "failure simply means" phrase that hung me up as well.

I was also on the fence as to whether "use" of a skill implied success or not, so just wanted to ask.

And personally, I think if the official ruling is in fact 3 FP lost for a critical failure, I'll just houserule it to 2.
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Old 06-14-2008, 11:37 AM   #118
Taumaturgo
 
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Default Re: GURPS Power-Ups 1 is out

GURPS Power-Ups is great, but I see a problem with point costs.

For instance, a really strong guy could have a gadget mace
that ignores DR. It could be:

Crushing Attack 1 point (Can Be Stolen, Quick contest of ST, -30%; Melee Attack, Reach 1, ST-Based, +75%; Unique, -25%) [2]

If the total damage is 10d, so the enhancement cost is

Cosmic, Ignores DR, x300% [150]

Total cost: 152 points



Now, if the guy are a imbuer, then he pay :
Imbue 3 (Limited Axe/Mace Access, -80%) [12]
Penetrating Strike NH20 [36] (supose DX15)


Total cost: 48 points.

And the imbuer have the advantage of enhance any axe/mace in his hands.
The guy with the gadget have only one mace with this properties, and the gadget can be stolen (os lost), and his cost is more expensive.
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Old 06-14-2008, 11:59 AM   #119
talonthehand
 
Join Date: Mar 2008
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Default Re: GURPS Power-Ups 1 is out

Quote:
Originally Posted by Taumaturgo
GURPS Power-Ups is great, but I see a problem with point costs.

For instance, a really strong guy could have a gadget mace
that ignores DR. It could be:

Crushing Attack 1 point (Can Be Stolen, Quick contest of ST, -30%; Melee Attack, Reach 1, ST-Based, +75%; Unique, -25%) [2]

If the total damage is 10d, so the enhancement cost is

Cosmic, Ignores DR, x300% [150]

Total cost: 152 points



Now, if the guy are a imbuer, then he pay :
Imbue 3 (Limited Axe/Mace Access, -80%) [12]
Penetrating Strike NH20 [36] (supose DX15)


Total cost: 48 points.

And the imbuer have the advantage of enhance any axe/mace in his hands.
The guy with the gadget have only one mace with this properties, and the gadget can be stolen (os lost), and his cost is more expensive.
True, but there's a couple of differences. First, the Imbuement costs FP (a minor point), second, you're doing a lot more damage with the innate attack. Unless he's using a combination imbuement, it's just doing the usual damage for a mace with his strength, which would need to be 70 to get up to 10d, and even then you'd exceed the maximum ST of the weapon as well. Well, unless the weapon had a minimum ST of 24.
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Old 06-14-2008, 12:33 PM   #120
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Default Re: GURPS Power-Ups 1 is out

Quote:
Originally Posted by talonthehand
True, but there's a couple of differences. First, the Imbuement costs FP (a minor point), second, you're doing a lot more damage with the innate attack. Unless he's using a combination imbuement, it's just doing the usual damage for a mace with his strength, which would need to be 70 to get up to 10d, and even then you'd exceed the maximum ST of the weapon as well. Well, unless the weapon had a minimum ST of 24.

No, both cases are doing 10d damage. The Innate Attack is only one point of damage, The ST-Based enhancement add the characters swing to the damage. I presume a PC with very high ST. Actually, tha mace damage listed in BS is swing+3, and a 1-point innate attack is swing+1, so the imbuer do more damage! And, if the imbuer use a axe, the damage is cut! Is much better use imbue.
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