Thread: Unlimited Use
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Old 02-01-2008, 10:12 AM   #3
Kromm
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Join Date: Jul 2004
Location: Montréal, Québec
Default Re: Unlimited Use

Follow the lead of Super Luck:

From p. 80 of Powers: ". . . the GM might permit higher levels: Super Luck 2 [200] works every 30 minutes, Super Luck 3 [300] works every 15 minutes, and so on, with each level halving the time between uses."

From p. 119 of Powers: "In most games, 12 or 13 levels [...] suffice to affect every die roll."

That is, since Super Luck works every hour -- or 3,600 seconds -- of real-world time, taking 11 extra levels (a total of 12, for 1,200 points) lets it work every 3,600/2^11 = 1.8 seconds, while taking 12 extra levels (a total of 13, for 1,300 points) lets it work every 3,600/2^12 = 0.9 seconds. Unless you roll more than once per second or two, this will do.

The same logic could be applied anywhere else real time is used to judge how often an ability works, really. Or you could just say "Super Luck is the ultimate example, so 'Cosmic, Unlimited Uses' is +1,200% everywhere."

I wouldn't allow this on any advantage where each level buys one use instead of reducing the time between a potentially unlimited number of uses, though. That's Gizmos, Serendipity, and Wild Talent. There, I'd honestly say that if you want to be able to invoke the ability each time the GM gives you an opening to do something, you should take as many levels as you think you'll need. With my own five-hour game sessions with each player getting to do something roughly every five minutes, that's about 60 levels -- Gizmos 60 [300], Serendipity 60 [900], Wild Talent 60 [1,200], etc.
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