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Old 09-07-2009, 08:44 AM   #1
satanicway
 
Join Date: Jun 2009
Default Control and Create discussion: Need help!

I'm having some problems with Control and Create powers.

I understand that this kind of generalistic powers are HIGHLY exploitable, and thats why gurps editors took great care of reducing possible exploits.
I dont think the powers are not good, for a general lower power campaign.

But i mostly play high powered games in gurps.
Atlast 500 pts games, and actually a 700 pts one. Since all players on my group really like overpowered characters, we mostly add -80% on almost all powers. (All logical and explainable reductors, but i really loose some time to find appropriated ones to reach that much)
Some of us, use itens of ~200pts with -80% reduction, giving effectivaly +800pts on the build, and so on.
(We use a house rule for enhancements/reductions , its addictive, but when you have more them 200% of enhancements, we use multiplicative, because if not, all powers with alot of enhancements would be underpowered, compared to some other powers that requires less enhancements to look cool. If anyone think its a problem or wrong, please tell me.)

Thats may be, because we are mostly anime, and hq (some marvel, some dc) fans, and we like powerful characters, that are mostly immune to normal TL8 weapons. (Some TL11 still hurts, ouch!)

Obviously oponents are as powerful or more them us, so thats not a game problem.

The problem is that, create or control dont do what we want.

Compared to the powers of other players, anyone who takes control or create feels almost ashamed of himself.
Characters fly at Mach 3 speed, burn steel as paper, or lift tons.
And for same points, he can do, well, less them 30 of damage with create, and some eventual bonus or penaltys.

A character that wants to have nature powers, would probably want to be able to creat a 200~ yards radius forest around himself with Create.
That solely would cost HUGE amounts of points.

I was thinking about letting add Super-Effort to Control and Create.
That seems ok. We can limit how much players can get of each, because its exponential, so their power stay in same level as the group.

But there is some design problems, mostly things that gurps restricted on those powers for them to become less exploitable. But we can control yourselfs, and stay on same powerlevel, we need more flexibility for this powers. But i would like to know, how much is the right.

I think that create should be able to do damage with solids and liquids, if correctly explained.
I think that control should be able to modify powers. Lets say you control lightning and have a lightning cone innate attack. You could use the Mirror rules to reflect some of the cone to hit someone on your back, same time as someone in front of you.
Or you could use Control to power block an enemy attack of same element in some way.

Some controls seems ALOT better them others, like control Gravity that is good, but others seems so weak its almost a joke, like control eletricity in medieval setting.
Some other problem i found: Why you cant use the insulator to prevent damage from an innate attack based on the element? I understand that 100% block would be too much, but not being able to defend yourself makes it alot less useful.

Its about giving it the versatility it should have, but would be totally exploitable.
I would like opnions on what create/control should, or sholdnt be able to do, and why.

Thank you. And sorry for my bad english.

Edit:
Shouldnt 260 pts in Control Fire, do more them, errr, just about nothing? You depends on fire. And it needs to be a BIG fire to cause damage, because control do no damage...
What would you do with Control Fire lvl100?

Last edited by satanicway; 09-07-2009 at 10:34 AM.
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