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General Tabletop Discussion
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Any good examples of TTRPGs with high degree of "Asymmetry" I might have missed?
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<blockquote data-quote="Argyle King" data-source="post: 7096269" data-attributes="member: 58416"><p>The costs for the same power do not change in GURPS though. The different magic systems would be different forms of Magery. For the majority of the radically different systems, if you're choosing to use those for a game, you're most likely using those across the board for all characters (or, IMO, should be). For example, the magic system in the Monster Hunters series is likely different enough from the default Basic Set system that you should likely use one or the other. However, that doesn't mean that the same power has different costs; the two systems are different powers. (I'm open to discussing the merits or flaws of the default system, but that's a different discussion.)</p><p></p><p>The other magic systems aren't priced the same because they're not the same power. Instead, as stated, they are entirely different systems. Typically, you pick one or the other. Even so, the pricing is still based on the same general GURPS ideas about how to price things. (If it makes a difference, I'm primarily familiar with 4th Edition.)</p><p></p><p>Whichever option I use, those costs remain the same whether I'm a mage in a medieval-ish fantasy setting or if I'm a techno-mage in the future. </p><p></p><p>Not every splat is like that, but the ones which are clearly say so. Most of the splats all use the same basic underlying system and do so in a consistent way. An example of that would be the way in which active defense scores are calculated. If I'm driving during a car chase, my defense score with the car is calculated using the same formula as if I were figuring out what my defenses were for melee combat. </p><p></p><p>An example of when costs <em>do</em> change in GURPS would be equipment. Buying a modern day vehicle is going to be more expensive for a medieval knight. That is done to reflect the idea that prototype, cutting edge, or futuristic technology is more expensive than ubiquitous items. Compare the price of 1990s era MP3 players to what is available now. Even so, character points are not used for that. Money is used to buy equipment in most cases. </p><p></p><p>If I were looking to show asymmetry in GURPS in reference to pricing, I'd likely touch upon how ability scores are priced differently. IQ and Dexterity are more expensive.</p><p></p><p>The HERO sword example would work more-or-less the same way in GURPS if you were building a power as a gadget. You'd define the powers granted by the item. You'd figure the modifiers to character point costs based upon any limitations (needs a gem to charge in sunlight) or enhancements (affects insubstantial creatures) to those powers. The cost for it would remain the same regardless of whether it were in a horror campaign or a supers campaign. </p><p></p><p></p><p>How does HERO work if the sword is not built as part of my character? If I pick up an item during an adventure, do I pay points for it?</p></blockquote><p></p>
[QUOTE="Argyle King, post: 7096269, member: 58416"] The costs for the same power do not change in GURPS though. The different magic systems would be different forms of Magery. For the majority of the radically different systems, if you're choosing to use those for a game, you're most likely using those across the board for all characters (or, IMO, should be). For example, the magic system in the Monster Hunters series is likely different enough from the default Basic Set system that you should likely use one or the other. However, that doesn't mean that the same power has different costs; the two systems are different powers. (I'm open to discussing the merits or flaws of the default system, but that's a different discussion.) The other magic systems aren't priced the same because they're not the same power. Instead, as stated, they are entirely different systems. Typically, you pick one or the other. Even so, the pricing is still based on the same general GURPS ideas about how to price things. (If it makes a difference, I'm primarily familiar with 4th Edition.) Whichever option I use, those costs remain the same whether I'm a mage in a medieval-ish fantasy setting or if I'm a techno-mage in the future. Not every splat is like that, but the ones which are clearly say so. Most of the splats all use the same basic underlying system and do so in a consistent way. An example of that would be the way in which active defense scores are calculated. If I'm driving during a car chase, my defense score with the car is calculated using the same formula as if I were figuring out what my defenses were for melee combat. An example of when costs [I]do[/I] change in GURPS would be equipment. Buying a modern day vehicle is going to be more expensive for a medieval knight. That is done to reflect the idea that prototype, cutting edge, or futuristic technology is more expensive than ubiquitous items. Compare the price of 1990s era MP3 players to what is available now. Even so, character points are not used for that. Money is used to buy equipment in most cases. If I were looking to show asymmetry in GURPS in reference to pricing, I'd likely touch upon how ability scores are priced differently. IQ and Dexterity are more expensive. The HERO sword example would work more-or-less the same way in GURPS if you were building a power as a gadget. You'd define the powers granted by the item. You'd figure the modifiers to character point costs based upon any limitations (needs a gem to charge in sunlight) or enhancements (affects insubstantial creatures) to those powers. The cost for it would remain the same regardless of whether it were in a horror campaign or a supers campaign. How does HERO work if the sword is not built as part of my character? If I pick up an item during an adventure, do I pay points for it? [/QUOTE]
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Any good examples of TTRPGs with high degree of "Asymmetry" I might have missed?
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