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#111 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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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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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#112 | ||
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Join Date: Aug 2004
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Wow! THAT's Service! I wanna go next! |
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#113 | |
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Join Date: Mar 2005
Location: Stockholm, Sweden
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Thanks for clearing this up. |
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#114 | |
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Join Date: Dec 2007
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#115 |
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Join Date: Aug 2004
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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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#116 | |
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Join Date: Sep 2004
Location: Canada
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#117 | |
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Join Date: Oct 2004
Location: Manifesto, MT
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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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That ain't no shepherd. |
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#118 |
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Join Date: Nov 2007
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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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#119 | |
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Join Date: Mar 2008
Location: LFK
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#120 | |
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Join Date: Nov 2007
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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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| Tags |
| fp for effect, fp for skill, imbuements, power ups |
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