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#1 |
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Join Date: Mar 2008
Location: The Kingdom of Insignificance
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Thanks all. I have enough info to do that which I want in character generation, and I have been convinced that I dont need Powers, but it would be really nice, say after I buy CCOI.
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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: Aug 2004
Location: Dayton, OH
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I own Power and, while I wouldn't say it was wasted money, I have probably used only two or three bits from it and only when I was trying to construct Force powers for a GURPS Star Wars campaign that never really took off.
It's an interesting book for the 'theory' behind how GURPS powers are constructed, but, since I'm rarely building my own supers, I don't find it as useful as some might.
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A man said to the universe: "Sir I exist!" "However," replied the universe, "The fact has not created in me A sense of obligation." |
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#3 | |
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Quote:
Also, Powers is definitely a book that's much more useful during character/campaign creation, and doesn't need to be referred to often during actual play. As such, it's a book that's probably just as convenient to buy on PDF, and it would be cheaper. |
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#4 |
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Banned
Join Date: Dec 2007
Location: Portland, Oregon
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I want Vehicles.
I want it all, I want it all, I want it all, and I want it now. |
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#5 |
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Join Date: Mar 2008
Location: The Kingdom of Insignificance
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Our player group purchase each other GURPS books as birthday presents. So it is a function of the collective need. Which sort of explains why I got Munchkin Cthulhu last year. We are not really a Power sort of group.
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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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#6 |
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Join Date: Sep 2005
Location: Topeka, Kansas
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My opinion is thus...
GURPS Basic Set 1: Characters GURPS Basic Set 2. Campaigns GURPS Basic Set 3: Powers
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Cleopatra: Whenever she assigned me to the switch, was that Voice, or was Raina influencing her thinking? Because, I mean, if it was Raina, she got inside my head and decided that I would screw it up. |
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#7 |
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Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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#8 | |
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Join Date: Jan 2008
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Quote:
GURPS Basic Set 1: Characters GURPS Basic Set 2: Campaigns GURPS Basic Set 3: Fightin' (Martial Arts) GURPS Basic Set 4 (optional): Magic (Thaumatology) -Max |
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#9 |
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Join Date: Nov 2006
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Here's my take...
GURPS Basic Set 1: Characters GURPS Basic Set 2: Campaigns GURPS Basic Set 3: Martial Arts (as it is good for fightng of all styles) Also, IMO... Magical Games practically require Magic and Thaumatology, possibly Powers and Psionic Powers SciFi Games practically require (unless you go the non-psionic route) Psionic Powers (and Powers in tow) Supers Games practically require Powers, Psionic Powers, Supers (naturally) and Thaumatology (sometimes) |
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#10 | |
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Join Date: Aug 2004
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Quote:
GURPS Basic Set 1: Characters GURPS Basic Set 2: Campaigns GURPS Basic Set 3: Martial Arts GURPS Basic Set 4: Powers (I'm starting to lean toward seeing Mass Combat as Basic Set 5.) I don't see any of the Magic themed books (Magic, Thaumatology, Magical Styles) as being nearly as core as any of the above, in the sense that the above are books I'd use regardless of genre, setting, or tech level. |
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