Virgilio Hohlfeld:
My own Bad Sight (Mitigator: Wears Glasses) I've turned into my superpower (Microscopic Vision), using my myopia (and the mental habits of making the most of what I do see, developed since about first grade -- more than half a century) to read model numbers and serial numbers on repair subjects that no one else in the shop can see (I can also read the microprint on a dollar bill with my naked eye, if the light's good).
But in GURPS you're paying for that ability (Acute Vision [?/lvl](Near-Sighted Use Only, ??%)) and reducing the cost of a Disad (Mitigator)...
It's not like you took Discriminatory Touch to get around Blind so you could read without the print being in Braille... don't @me Daredevil!
(Note, for a Daredevil build it's often recommended to just take Color Blind, as effectively DD isn't blind after all his powers are accounted for... depending on the writer/GM interpretation.)
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I'd note that increasing Magery in play is, um, relatively difficult from a game mechanics point of view (impossible, in original GURPS canon...
In DF/RPG "it's super-easy, barely an inconvenience". Just spend 10 exp, raise Magery.
Note, this game goes back and forth on "how much" it is DF/RPG, it does seem to lean into 'rule of cool', and it isn't "super strict By The RAW" by any stretch*, so if Gwythaint thinks "Luck [5] (Spell Critical Failures Only, -80%)" is cool, then well there you go.
* If it did, you wouldn't have Mana-Enhancer as that's not in DF/RPG, and only one my current Characters would exist, as only one is "by the Template", the others are more (or less) loosely "inspired by the Template".
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...and raising IQ is a long wait for any benefit, while increase skill helps the affected spell immediately.
This is undeniable fact.
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Bless. Hmm. That interpretation is consistent with the way everything else works in GURPS, but it surely would have been helpful to have that corrected in print at one of the several edition changes.
It's really not that much of change, it's in interpretation as the Basic book discusses dice rolling, successes, etc.
I mean how else do you reconcile the fact that Bless
cannot mitigate or cause criticals if it
alters the dice roll?
In Fantasy 1e I bet it
was meant to alter the dice roll (Bless in Fantasy 1e has no wording about criticals)... but then all the rest of the spell's wording was simply carried forward across editions with the addition of "The modification will not affect critical successes and failures." Indeed in Magic 2e and 3e it reads exactly like Fantasy 1e,
with that singular addition.
See for yourself:
GURPS 2e Fantasy 1e:
Bless Regular
A general spell of aid and protection. It must be cast on another; you cannot bless yourself. In some game worlds, only holy men or “good” wizards can cast this spell; this decision is the GM’s to make.
The effect of a blessing is as follows: All the subject’s die rolls are modified favorably by one point (or more, for a more powerful blessing). This lasts indefinitely . . . until the subject fails some die roll (or a foe makes a good die roll) and the subject is in some serious danger. Then the blessing miraculously averts or reduces the danger – and ends. It is up to the GM to decide when the blessing has its final effect, and what form the protection takes. If an arrow is aimed at your heart, a 1-point blessing might move it to your arm, while a 2-point one would send it through your hat, and a 3-point one would let it slay a foe behind you.
Duration: As above.
Cost: 10 for a 1-point blessing, 50 for a 2-point blessing, 500 for a 3-point blessing. Blessings may not be stacked - a stronger blessing dispels a weaker one.
Time to cast: 1 minute for every point of energy in the spell.
Prerequisite: Magery 2, and at least 2 spells from each of 10 different colleges. Magery 3 is required to cast a 3-point blessing. A GM may require holy or good status if he wishes.
Item: Any. The blessing is cast on the item rather than a person, and affects the wearer of the item. When the blessing finally averts some great danger, the item loses its enchantment. Energy cost to cast: 10 times the cost to cast on a person.
GURPS 3e Magic 2e and GURPS 4e Magic 3e:
Bless Regular
A general spell of aid and protection. Must be cast on another; you
cannot bless yourself. In some game-worlds, this spell can be cast only by
holy men or good wizards; this decision is the GMs to make.
The effect of a blessing is as follows: All the subjects die-rolls are modified favorably by one point (or more, for a more powerful blessing). The modification will not affect critical successes and failures. This lasts indefinitely . . . until the subject fails some die-roll (or a foe makes a good die-roll) and the subject is in some serious danger. Then the blessing miraculously averts or reduces the danger - and ends. It is up to the GM to decide when the blessing has its final effect, and what form the protection takes. If an arrow is aimed at your heart, a 1 point blessing might move it to your arm, while a 2-point one would send it through your hat, and a 3-point one would let it slay a foe behind you.
Duration: As above.
Cost: 10 for a 1-point blessing, 50 for a 2-point blessing, 500 for a 3-point blessing. Blessings may not be stacked - a stronger blessing dispels a weaker one.
Time to cast: 1 minute for every point of energy in the spell.
Prerequisite: Magery 2, and at least 2 spells from each of 10 different colleges. Magery 3 is required to cast a 3-point blessing. A GM may require holy or good status if he wishes.
Item: Any. The blessing is cast on the item rather than a person, and affects the wearer of the item. When the blessing finally averts some great danger, the item loses its enchantment. Energy cost to cast: 10 times the cost to cast on a person.
Which is for GURPS 2e, sometimes GURPS gives me a headache with it's editioning nonsense. GURPS Magic 1st (1989) and 2nd (1994) editions are all written for GURPS Basic 3e, while Magic 3e, 2004, is for GURPS 4e Basic, and yes that's a whole fat lot of "WTF?".
I don't have Magic 1e, :( ... but I just bought it. I didn't realize I didn't actually have it when I picked up Fantasy 1e, or I'd have bought it then. When I checked my physical copy to compare Bless across all editions, it is also Magic 2e (so I bought a copy of Magic 2e from Warehouse 23 for no reason), so come March 18th, I'll have a copy of every edition of GURPS Magic, and my knowledge of the lore will be complete! MWAHAHAHAHAHAH!
Everyone complains about D&D going through editions every "5 years", but GURPS 0e,
Man to Man, was in 1985, GURPS 1e Basic Set was in '86, 2e Basic Set '87, and 3e was released in '88. Now, I'll admit, 3e reign for 16 years, and 4e has no revision in sight (we're 18 years in and the only person who mentions 5e, which GURPS needs*, is Kromm and he admits it "would take more money than any sane multimillionaire would want to waste on it and technological inclusion most people are not comfortable with", basically he thinks it needs to be completely online, fully interconnected between books - a singular mega-index - and updatable as needed).
* Okay, it doesn't need 5e, so much as it's need a revisioning of a few things in Ultra-Tech and Basic to bring them in line with Low-Tech's Cost Factors for Equipment modifying, and a proper editing of Magic to actually make it 4e instead of 3e with a slight redressing. There are reasons I call DFPRG's Spells "Magic 4e".
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Not all of us ever even see errata documents...
That's okay, SJG doesn't even bother with making errata anymore, they just make a new print run and annouce "we fixed some stuff, have fun figuring out what!" Fuckers. (I'm a little salty about DFRPG's edited second printing because of this.)
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I think the reason we see Bless a lot in this game is that the boss is still remembering the 3e and older interpretation as well, which for high skill effectively eliminates crit fails.
Nah... if he's is making that error, like I was before 2018 (yes I can quote when I had that argument with Kromm), he's going all the way back to 2e on this. The dawn of GURPS Basic Magic. When gods strode the earth... tv was in black and white, we listened to radio shows, and every school was uphill both ways.
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That gives 3/216 of "ordinary" failure (=> crit effect due to Very High mana), and perhaps build a small shrine to the dice gods on my desk... ;)
That never hurts. Sacrifice a fatted calf to RNGesus for all of us.