08-27-2014, 09:07 PM | #1 |
Join Date: Jun 2014
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Making alternative abilities play nice with each other.
Alternative abilities cannot be used in conjunction with each other. Can I buy switchable with reduced time or reflexive on the abilities to combat this limitation?
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08-27-2014, 09:09 PM | #2 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Making alternative abilities play nice with each other.
Quote:
It doesn't matter how fast you switch them, as soon as you switch the other abilities are unavailable. |
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08-27-2014, 09:12 PM | #3 |
Join Date: Oct 2004
Location: The former Chochenyo territory
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Re: Making alternative abilities play nice with each other.
No, you're getting a -80% cost reduction precisely because you can't use them at the same time. If you can use them simultaneously, what's the justification for paying only 1/5 cost?
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My gaming blog: Thor's Grumblings Keep your friends close, and your enemies in Close Combat. |
08-27-2014, 09:13 PM | #4 |
Join Date: Jun 2014
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Re: Making alternative abilities play nice with each other.
I am aware of this. I am asking if it is possible to make switching between abilities so fast that not being able to use them at the same time because less of a problem.
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08-27-2014, 09:16 PM | #5 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Making alternative abilities play nice with each other.
So like you fly up to 10,000 feet and switch to a Crushing Attack while you fall past your target, blasting it, and then switch to TK to grab onto another plane, pull yourself onto it and switch to Clinging. Sure.
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08-27-2014, 09:27 PM | #6 |
Join Date: Jun 2014
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Re: Making alternative abilities play nice with each other.
would reflexive do this on its own or would i need to get switchable with enough levels of reduced time to make each switch a free action?
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08-27-2014, 09:48 PM | #7 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Making alternative abilities play nice with each other.
Quote:
Reflexive would only work to activate the currently available ability, I think. |
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08-27-2014, 09:53 PM | #8 |
Join Date: Jun 2014
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Re: Making alternative abilities play nice with each other.
Cool, thanks for the input. Also, stupid question, I have a character with Increased ST 90. I want to give all his punches and kicks double knockback. Can I do Increased ST 90 (Double knockback)(Accessibility, Only for ST based attacks)?
If so what would only for ST based attacks be worth as a limitation? |
08-27-2014, 09:58 PM | #9 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Making alternative abilities play nice with each other.
Quote:
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08-27-2014, 10:01 PM | #10 |
Join Date: Feb 2005
Location: Austin Texas
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Re: Making alternative abilities play nice with each other.
I use one of pkkitties standard House rules where you can pay full price for two abilities then use any two with an equal or lower price in the pool at the same time.
That might help.
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He stared out in the distance to see the awesome might of the Meerkat war party. |
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