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#131 | |
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Join Date: Aug 2004
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#132 | |
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Join Date: Nov 2007
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As the solution is not as simple (if already have been remedied), I will do it now. |
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#133 | |
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Join Date: Aug 2004
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From the introduction to PU1:
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Imbuements are fundamentally "incompatible" with GURPS Powers, in the sense that they are based on an entirely different paradigm than GURPS Powers is. OTOH, it's a paradigm that handles with ease something that GURPS Powers handles with ill grace, if at all. So it might be better to think of them as complementary toolkits rather than incompatible ones. Of course, I'm probably not the best judge of these things: I have long since abandoned point balance as a reasonable measure of anything worthwhile; so it doesn't bother me in the least if two different approaches end up resulting in wildly differing point totals. What draws me to PU1 isn't the effect that it has on character point costs; it's the different way of looking at things that it brings to the table. I like the fact that Imbuements can be incorporated into Martial Arts styles with relative ease - indeed, PU1 does for GURPS' approach to chi abilities what GURPS Voodoo's Ritual Magic system did for GURPS' approach to magic. |
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#134 | |
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Join Date: Aug 2004
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#135 | |
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Join Date: Aug 2005
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This is something that exists through out GURPS. |
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#136 | |
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Join Date: Aug 2004
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#137 | |
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Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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#138 | |
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Join Date: Aug 2004
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1) Replaces a weapon's normal effects with the effects of a use of some other Advantage (note, given that different damage types are different base cost Innate Attack advantages, changing the damage type of a weapon is a special case of this), 2) Add an Enhancement to the effect of a weapon, or 3) Adds a Follow-up to a weapon. It does so in a way which does not make the damage usually done by the weapon (whether the user's base damage or that added by the weapon) relevant to the costs of the ability. So, to cover the range of effects that Imbuements covers within the Powers framework, what you need to do is define how to make each of those into an Advantage, again, without regard to the damage normally done by the weapon. In reverse order: #3 is easy, its just a bog-standard Attack (etc.) with the Follow-Up modifier; the trick is costing Follow-up in a generic way -- Off the top of my head, I'd say its +50% for something you can apply to any weapon within the degree of specialization used in Imbuements (but not to anything bought with points, to which you would just add the appropriate Follow-Up directly), but the exact modifiers may need some tinkering. #2 is harder, because it is a really new Advantage. How much for an Attack Enhancement that can be applied to any weapon of a given type that you use? I'd say 10 points as a base, with the actual value of the Enhancement applied as an Enhancement. #1 is the trickiest: but you can use #2 as a guide, and presuming crushing damage (5/die) as a base, and consider the enhancement it would take to get from crushing to the cost of the desired type as the enhancement to use (or +0% if the damage type isn't more expensive than crushing). For other advantages, you can use a flat 10 point base cost and (inspired by what Imbuements does for Bindings) use the rolled damage times 2 as the number of character points of effect, and figure the level of the effect from that (rounding down). If you get less than the cost of 1 level (or the Advantage itself, if its non-levelled) you get no effect at all. If you want to be able to combine these kinds of advantages, buy the relevant advantages with a +10% Link enhancement if the set of effects is exclusively linked, +20% if it's mix and match. |
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#139 | ||||
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Join Date: Aug 2004
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I'm not impressed.
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#140 | ||
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Join Date: Aug 2004
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| Tags |
| fp for effect, fp for skill, imbuements, power ups |
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