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#1 |
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Join Date: Mar 2008
Location: The Kingdom of Insignificance
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I have been musing on working out mechanics for expending Fatigue for a short term advantage, say sprinting fast, or being able to dig through rock. This morn it occured to me that this could be one of the ways that Powers operate in GURPS. Is this so?
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It's all very well to be told to act my age, but I've never been this old before... |
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#2 |
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Join Date: Sep 2004
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Eeeeehh... No, you don't need it, in that it's not vital to the game. But it is very good, and very useful to have. It will show you ways to use existing advantages in ways you'd never have considered before, and has a lot of options for making power use more interesting.
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#3 |
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Join Date: Jun 2007
Location: Brazil
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Not sure if I undestand what you want.
If you wanna a advantage to sprint faster, buy enhaced move. To dig throught rock you can buy tunnel. What did you mean with POWERS? The book? All advantages above are in the Basic Set, Powers enhance the way you can set special abilities in your game with more traits, enhacements, limitations and game options.
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GigaNERDs
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#4 |
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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In response to your original question, well, you don't need Powers for that - it's just a matter of tacking the Costs Fatigue limitation onto the advantages you want to, well, cost fatigue.
However, on your more general question, my opinion would be "Yes, yes you do". At least, if you're planning on building supernatural abilities for your campaign. Between Chapters 2 (Building Abilities) and 4 (Powers In Action), you'll have 95% of the tools you will need to model such abilities in your game. Frankly, I'd be happy to pay Powers' cover price for those two chapters alone. The fact that there are four other chapters, all extremely useful, is just gravy. Powers, as far as I'm concerned, is Basic Set Volume 3. |
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#5 |
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Join Date: May 2009
Location: WA
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i think that you'd be better off mugging a very old or very young person for a copy of the book instead of buying it yourself. IMHO
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Nothing to see here |
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#6 | |
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Join Date: Mar 2008
Location: The Kingdom of Insignificance
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Quote:
I want an advantage that I can turn on, for a cost, say fatigue, and then turn off when I don't need it. To me, that sounds like Powers. But I thought I should check before I went out and purchased it.
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It's all very well to be told to act my age, but I've never been this old before... |
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#7 | |
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Quote:
[QUOTE=Luke Bunyip To me, that sounds like Powers. [/QUOTE] This is, indeed, the sort of thing that Powers discusses in more depth than the Basic Set - while the Basic Set includes the Costs Fatigue limitation, Powers makes clear distinctions between always-on, switchable, and transient abilities, and defines which modifiers change their categories. |
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#8 | |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Quote:
2) Dear gods, no. You most definitely do not need Powers. Powers is a good book if you really want to massively fine-tune a huge range of advantages and disads for your campaigns, but it is not I repeat not necessary, any more than the equally detailed Vehicles was necessary for 3rd edition games.
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#9 |
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Join Date: Jun 2005
Location: Lawrence, KS
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I'd think you could do a lot of this just with the Extra Effort rules in the Campaigns books. Have you examined them closely to see if they address what you want?
Bill Stoddard |
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#10 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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GURPS Powers is entirely optional, and not at all needed.
That being said, it's so utterly awesome that upon reading it you will realize that it fills a hole in your gaming which you never realized that it was there before. It's that good.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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