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Old 02-05-2016, 09:06 AM   #23
Anaraxes
 
Join Date: Sep 2007
Default Re: Temporary Attributes as Powers

Quote:
Originally Posted by bearit View Post
If Costs fatigue were applied to this system, would it apply individually to each alternate ability, or could the composite linked whole be seen as a single ability? I hope that made sense.
The Alternate Ability rule doesn't take modifiers. (Note that it's also not an -80% discount to abilities within. It's one of the special 1/5 cost multipliers, which is a separate step after doing the Enhancement/Limitation math.) There's no RAW way to apply a Limitation to the overall AA.

So for the sake of calculating CP costs, Costs FP goes on each individual ability in the AA. It might well make logical sense to require each ability in the AA to have Costs FP. That logic might extend all the way to a common Power Modifier that includes Costs FP, for that matter. It's also likely to come up with Limitations such as Limited Use, Requires Reload, etc.

If there were a complex ability that had to be built from multiple Advantages with a mandatory Link (+10%), then add Costs FP just once, to the most expensive Advantage. This compound construct is just one ability for purposes of the multiple-active AA.

Normally only switchable Advantages call for the Link, while the always-on sort have a -10% Accessibility ("Only while main ability X is in use"). See the uFAQ entry below.

The optional Link (+20%), where you choose whether or not to activate abilities separately or together, needs separate Costs FP accounting so you know how many FP each ability costs, in case you do use them separately. This more expensive Link is the advantage of doing two things at once, rather than building a single, complicated ability. I'd treat each ability as a separate ability for AA purposes.

A couple of related bits of Kromm wisdom:

Quote:
Originally Posted by uFAQ
I want an ability that costs FP or HP to use, but the ability consists of several Advantages; how do I allocate the FP/HP cost limitation?
For those familiar with the problem, here's a solution from Kromm:
First, do not buy a Link unless the ability really needs it (see below).
Second, chose an Advantage that gets the best discount for FP/HP Cost Limitation. Now, add Accessibility (Only while that main Advantage is active) -10% to all other Advantages in the ability. Unlike switchability (of any sort), Accessibility doesn't require separate Ready manoeuvres to turn on the Advantage, so it just flips on once it is accessible.

Exceptions (Switchable): Static, Mana Damper, and other Advantages with a non-10% Switchable price still need to take the Switchable enhancement to benefit from this build; this makes them have a net cost of 190%. Otherwise, either the Accessibility or the FP/HP/ER cost have a free Switchability included.

Exceptions (Link): links are needed for transient abilities, like Shapeshifting, Attacks (incl. Binding and Afflictions) or other 'special' cases. In fact, Linking them at +10% level actually prevents you from using them unlinked (and thus negates the right to buy the -10% Accessibility).

http://forums.sjgames.com/showpost.p...25&postcount=6
Quote:
Originally Posted by Kromm
A +10% link is worth points because it lets you do two things at once. It doesn't cause both abilities to break if one does, though. It just means that if both are currently working, you must use both. As a concrete example, with "good" and "bad" considering the state of two advantages relative to the usual rules for one advantage:

Switchable Invisibility and Insubstantiality as alternative abilities: You can only turn on one or the other; you can never have both on (bad). If one is shut down, the other is as well (bad).

Switchable Invisibility and Insubstantiality just sitting there, separately: You must turn on one, and then the other; while you can have both on, it always takes two seconds to get there (bad). If one is shut down, the other is fine.

Switchable Invisibility and Insubstantiality with Link, +10%: You can turn on both in just one second (good). You must switch on one to switch on the other (bad). If one is shut down, the other is fine – switching on both merely switches on the one that's still fine.

Switchable Invisibility and Insubstantiality with Link, +20%: You can turn on either or both in just one second (good). If one is shut down, the other is fine.
http://forums.sjgames.com/showpost.p...2&postcount=24
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