Re: Cybernetic gear in Gurps?



David Johnston wrote:
On 26 May 2006 20:20:23 -0700, "copeab@xxxxxxxxx" <copeab@xxxxxxxxx>
wrote:

David Johnston wrote:
On 26 May 2006 18:54:26 -0700, "copeab@xxxxxxxxx" <copeab@xxxxxxxxx>
wrote:

David Johnston wrote:
On 26 May 2006 13:06:50 -0700, "copeab@xxxxxxxxx" <copeab@xxxxxxxxx>
wrote:


3. Value of advantages generally better balanced so you don't need to
piss away major points on something with little or no game effect like
Longevity to fit your concept.

Most broken point costs can be directly linked to overpriced advantgaes
from Supers.

Which were also used in Aliens and consequently contaminated large
parts of the science fiction genre.

The costs were also used in Fantasy Folk and contaminated large parts
of the fantasy genre ;)

And now that's fixed.

And could have been done without sucha radical revision to the rest of
the system.

By which I assume you mean psionics since the other modifications
happened for other reasons. But if they didn't revise psionics they'd
still be stuck with it falling apart as soon as you reach a high power
level.

Power Level 1-10: x1 cost
Power Level 11-20: x2 cost
Power Level 21-30: x3 cost
etc.

Or

For high power campaigns, have the psi powers bought as single-skill
powers (this is an option in GURPS Psionics).

6. They got rid of the inane IQ bonus to firearms skill

Was a bonus that made sense.

Because you need to be so much smarter to use a gun than to use a bow,
or a sword?

No. Because firing a gun is really easier than an Easy skill

Even if that was true in reality, (and it isn't, because an amazing
number of bullets miss in the typical gun fight) it's not a good idea
in the gaming sense.

There are a lot of misses in a gun fight because the shooter is usually
greatly concerned about not getting hit, which reduces his
effectiveness significantly.

Swordsmen also need to worry about getting hit.

How often are they hit compared to the number of swings or thrusts?

Nor is the
intelligence modifier a good way to deal with the issue.

Sure it is.

A
circumstantial modifier is.

A circumstance like IQ level?

You
could take out anyone except a similar psionic guaranteed if you could
just get in range and psionics had no fatigue costs and no range
penalties.

I never had any problems with this.

Because you handwaved most of the limitations of magic away.

I did?

Yup. You said as much the last time.

I said a lot more that you seem to have forgotten. Like high skill no
longer granting an automatic reduction in casting time or fatigue cost.

You never varied the mana level

How is this "handwaving a limitation of magic away"?

and you modified the range modifiers to be much more lenient.

Ah, yes, range of regular spells equals skill, in yards. Still a lot
shorter than the range of a shotgun.

Brandon

.



Relevant Pages

  • Re: Cybernetic gear in Gurps?
    ... By which I assume you mean psionics since the other modifications ... Power Level 1-10: x1 cost ... Power Level 11-20: x2 cost ... It reduces the effectiveness of magic in combat, ...
    (rec.games.frp.gurps)
  • Re: Cybernetic gear in Gurps?
    ... Power Level 1-10: x1 cost ... Power Level 11-20: x2 cost ... There are a lot of misses in a gun fight because the shooter is usually ...
    (rec.games.frp.gurps)
  • Re: 3rd vs. 4th edition
    ... Psionics were broken, but I'm told they're better now. ... Magic had a maximum limit on it's power. ... Psi didn't. ... fatigue damage to your target (for a cost of 1 FT to yourself). ...
    (rec.games.frp.gurps)
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