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[4e Gurps Powers] Koltar! Heeeelp!

Started by KrakaJak, April 28, 2008, 03:47:42 AM

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KrakaJak

Not just for Koltar really. but he is the resident Klingon priest Gurps guru on this board.


So, I have been reading Gurps: Powers over the weekend. First I flipped through it and went "huh?".

Then I read it cover to cover, rubbed my brain and said "I still don't get it."

So, can you please explain to me how Gurps: Powers works?
-Jak
 
 "Be the person you want to be, at the expense of everything."
Spreading Un-Common Sense since 1983

Kyle Aaron

  • choose a k3w1 pw0rz
  • apply modifiers to it - "enhancements" and "limitations" - getting a percentage that raises or lowers the cost of the k3w1 pw0rz
  • enjoy your munchkin game of k3w1 pw0rz
:p
The Viking Hat GM
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Koltar

Quote from: KrakaJak.................. the resident Klingon priest Gurps guru ...................


I am SO tempted to add that to my sig.....Whats the question again??


 Oh Yeah - GURPS: POWERS.

 To be honest, Kyle Aaron beat me to it and he's got it mostly correct.

Anyone on here ever try to stat out the Kung-Fu Fire breathing Jesus ?


- Ed C.
The return of \'You can\'t take the Sky From me!\'
http://www.youtube.com/watch?v=gUn-eN8mkDw&feature=rec-fresh+div

This is what a really cool FANTASY RPG should be like :
http://www.youtube.com/watch?v=t-WnjVUBDbs

Still here, still alive, at least Seven years now...

Claudius

Quote from: Kyle Aaron
  • choose a k3w1 pw0rz
  • apply modifiers to it - "enhancements" and "limitations" - getting a percentage that raises or lowers the cost of the k3w1 pw0rz
  • enjoy your munchkin game of k3w1 pw0rz
:p
I had problems understanding GURPS Powers too, but one day somebody from SJG posted a very clear explanation (I can't remember who was). It's really what Kyle said, you choose an advantage, modify it with enhancements and limitations, add another limitation representing the power broad class (psi, whatever) and voilà, you've got a power. That's it.
Grając zaś w grę komputerową, być może zdarzyło się wam zapragnąć zejść z wyznaczonej przez autorów ścieżki i, miast zabić smoka i ożenić się z księżniczką, zabić księżniczkę i ożenić się ze smokiem.

Nihil sine magno labore vita dedit mortalibus.

And by your sword shall you live and serve thy brother, and it shall come to pass when you have dominion, you will break Jacob's yoke from your neck.

Dios, que buen vasallo, si tuviese buen señor!


David Johansen

Okay, yes it's really just a small set of power modifiers that are used to tie groups of powers together.  For instance moral -20% ties the power to behaviour.

However, the powers as the book takes them offer another facet.  It's similar to special effects in HERO (well in 3rd edition anyhow) but more structured.

You're power has a source and that source can be nullified.  That's the main reason for the discount.  More generic nullifiers work against powers with said discount.

They also use it as an excuse to show which advantages can be explained by a certain broader power.
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KrakaJak

So, it's basicly about templates for advantages, that gives them a cost break?

If that's so, I feel a little ripped off, what is it good for emulating/being used for?
-Jak
 
 "Be the person you want to be, at the expense of everything."
Spreading Un-Common Sense since 1983

walkerp

Yes, I don't think your question has been directly answered, Krakajak, but you got the gist of it.  Powers is basically a profound and detailed expansion of a core mechanic in 4e.  It shows you how to break apart advantages and disadvantages down to their component parts and from their how to build your own with those components.  It really is a crunch book with tons of helpful genre advice mixed in.  As a guide for playing in a campaign with powers, I found it extremely helpful.  I also found it to demonstrate very impressively the robustness of the GURPS system.  On the other hand, I found it also to be very dry and targetted really for serious gearheads.

But you really can build anything with that system.
"The difference between being fascinated with RPGs and being fascinated with the RPG industry is akin to the difference between being fascinated with sex and being fascinated with masturbation. Not that there\'s anything wrong with jerking off, but don\'t fool yourself into thinking you\'re getting laid." —Aos

KrakaJak

Quote from: walkerpYes, I don't think your question has been directly answered, Krakajak, but you got the gist of it.  Powers is basically a profound and detailed expansion of a core mechanic in 4e.  It shows you how to break apart advantages and disadvantages down to their component parts and from their how to build your own with those components.  It really is a crunch book with tons of helpful genre advice mixed in.  As a guide for playing in a campaign with powers, I found it extremely helpful.  I also found it to demonstrate very impressively the robustness of the GURPS system.  On the other hand, I found it also to be very dry and targetted really for serious gearheads.

But you really can build anything with that system.
Thanks walkerp!
-Jak
 
 "Be the person you want to be, at the expense of everything."
Spreading Un-Common Sense since 1983

Koltar

I know my name was in the title - but Walker and Kyle Aaron pretty much covered it .

IF I was unemployed - I'm sure I could have given this question the full attention it merited.

 M apologies, Krakkajak  that I didn't give you a quick , perfect answer.


- Ed C.

 What do you guys think of that blue shirt????
The return of \'You can\'t take the Sky From me!\'
http://www.youtube.com/watch?v=gUn-eN8mkDw&feature=rec-fresh+div

This is what a really cool FANTASY RPG should be like :
http://www.youtube.com/watch?v=t-WnjVUBDbs

Still here, still alive, at least Seven years now...

droog

Quote from: KoltarWhat do you guys think of that blue shirt????
You look slimmer in black.
The past lives on in your front room
The poor still weak the rich still rule
History lives in the books at home
The books at home

Gang of Four
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