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Old 07-25-2016, 08:16 AM   #7
Anaraxes
 
Join Date: Sep 2007
Default Re: Takes Recharge, but allows repeated consecutive uses?

Quote:
Originally Posted by CeeDub View Post
but yet again, that allows for many short bursts with short pauses between them.
So, this result sounds like something you don't want.

Quote:
Then I thought of taking Limited Use and Rapid Fire, which is incompatible with Jet per RAW, but could be abused to represent a maximum number of "shots" per Use that have to be fired one at a time in consecutive turns instead of a single attack. If the series of attacks is interrupted or the player chooses to end it early by taking another maneuver, the Use is gone.
But it sounds like you're happy with this effect, other than the cost and need to bend the Rapid Fire rules.

So, which are you looking for? Is it undesirable for the ability to be used for several seconds at a time -- that is, a (very) short pause between uses? Or is okay to use the heat vision for several seconds in a row?

I'm guessing you want an effect that allows freely repeated uses, with a recharge delay imposed only after you stop those uses? In fluff terms, it's one continuous use of the ability. What's the maximum length of time you can keep the ability on for one use?

Is it important to limit the total duration of use per unit of wall clock time, and if so, over what interval? (A day? Week? Hour? Minute?)

Quote:
Originally Posted by McAllister
but since an IA you can use every turn is similarly available
Not exactly. Using an IA every turn requiring taking an Attack Maneuver every turn, with the associated opportunity costs for not doing something else, limits on your defenses, etc. An always-on ability is just that -- "on" as a "free action", whether you're thinking about it or not, aware of the threats, and so on. Compare with something like, say, DR. It's just there whenever you need it. Putting a maximum duration on such an ability does drastically limit its utility. It's not just a question of consumable resources.
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