08-27-2014, 10:03 PM | #21 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: -80% Limitation Cap: Any Exceptions?
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If that combo doesn't burn out the primary Ability, then as long as it comes out at a bargain price, its kind of like a "creative" Extra Life: buy something worth using once, to do something important (like saving your own life), and if it came in under 25 points, seems like a decent deal to me. Of course, as this is from me, its not founded on actual play experience but just me trying to grasp the concept. O_<
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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08-29-2014, 04:35 AM | #22 |
Join Date: Aug 2013
Location: Satsuma, Fl
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Re: -80% Limitation Cap: Any Exceptions?
I would say that the one exception I would make would be gadget advantages that were quickly made in game that no points were spent on, then the extra limitation would be on breakable and can be stolen.
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08-29-2014, 05:00 AM | #23 |
Join Date: Aug 2004
Location: Reykjavik, Iceland
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Re: -80% Limitation Cap: Any Exceptions?
Is there not a optional rule were you calculate all enhancements and limitations then get the final +/-x%?
Like Super Fuuu Advantage. 100 pts. +50% +20% -35% -45% = -10% cost 90
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In the Griffin World I play Agriana Trotter, here is the GURPS crunch. Darth Vader "Luke! I am your fathers second cousins sisters best friends brother!" Luke Skywalker "Nooo... eehh What?!" |
08-29-2014, 05:10 AM | #24 |
Join Date: Nov 2009
Location: Oregon
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Re: -80% Limitation Cap: Any Exceptions?
That's not an optional rule, that's the Rules As Written. There's an optional rule called Multiplicative Modifiers, where you total up the enhancements, adjust the cost, then total the limitations and adjust the cost again. In your example that would mean 100 points, +50% +20% -> 170 points, -35% -45% -> 34 points. However, that actually means that any limitations over -80% are lost, instead of only wasting limitations if the total modifier (of enhancements + limitations) is less than -80%.
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08-29-2014, 05:25 AM | #25 | |
Join Date: Aug 2004
Location: Reykjavik, Iceland
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Re: -80% Limitation Cap: Any Exceptions?
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In the Griffin World I play Agriana Trotter, here is the GURPS crunch. Darth Vader "Luke! I am your fathers second cousins sisters best friends brother!" Luke Skywalker "Nooo... eehh What?!" |
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08-29-2014, 05:37 AM | #26 | |
Join Date: Sep 2007
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Re: -80% Limitation Cap: Any Exceptions?
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The RAW "multiplicative modifiers" method, an option in Powers, sums all Enhancements, multiplies by the base to get an intermediate value, then sums all limitations, and multiplies to reduce that intermediate value. So, in your example, MM would be 100 * (1 + 70%) = 170 * (1 - 80%) = 34 CP. In this method, the cap on the total Limitation value is also -80%, so you can at most reduce that intermediate value by a factor of five. (Multiplying by 0.2, not to be confused with the several 1/5 multipliers such as for Alternate Abilities.) Note that the RAW multiplicative method is not the same thing as multiplying by each modifier individually. (100 * 1.50 * 1.20 * 0.65 * 0.55 = 64 CP.) |
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08-29-2014, 06:15 AM | #27 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: -80% Limitation Cap: Any Exceptions?
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Building the character you want still needs to conform to the game the entire group wants. With the GM's permission, a player can always elect to run a character built on less than the full point allotment or exceed the Disadvantage cap by a large margin*. Doing so can really upset campaign balance, as can "just build it" models, especially for those of us that are indecisive (maybe even Indecisive) or are just really bad at character concepts that aren't a little too well rounded ("You've got that skill at a competent level as well? Really?!"). This was one of those niggling little details that don't break the system, but can diminish enjoyment of it, at least for players such as myself. When building complex characters, I've also found myself desiring universal point inflation, so that fractional points can make a return without being fractional; all that rounding can really add up, whether its a low point, realistic character where a point is "lost" because of rounding up after applying Self Control Numbers to two Disadvantages or the high point Super that has multiple traits with heavy Modifiers (again, rounding up), either can lead to being forced to alter your vision of the character because the rounding made him a point (or whatever margin is relevant) over. Yes, this is mostly an issue of my own competency with the system! Eventually I'll probably be good enough to just deal with it. *While I rarely have a points to spare, I do prefer to come in a little under budget in case optional rules like spending CP to pay for an automatic success or even better, when the players and GM agree to use said points, as needed, to flesh out the character during the first few play sessions, akin to how one can do so with Quirks.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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08-29-2014, 07:44 AM | #28 | |
Join Date: Sep 2004
Location: Canada
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Re: -80% Limitation Cap: Any Exceptions?
Sort of a side note:
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For an example, Animal Dude has his Chameleon and Rhino Hide abilities in an Alternate Ability - he can have one, or the other, but not both. Chameleon Hide is DR 2 (Tough Skin) plus 8 levels of the Chameleon advantage. Rhino Hide is DR 10 (Temporary Disadvantage: Ham Fisted 2) Both are abilities, but one is two advantages and the other is just one.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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08-29-2014, 07:48 AM | #29 | |
Join Date: Sep 2004
Location: Canada
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Re: -80% Limitation Cap: Any Exceptions?
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Same, you can take all the disads you want, you just don't get points back. After I hit the cap I tend not to write them down as full disads but as quirks, or just roleplaying notes - but my characters tend to end up hindered with something closer to the full versions anyways. Or, yes, you can adjust your character concept.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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08-29-2014, 12:56 PM | #30 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: -80% Limitation Cap: Any Exceptions?
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Tags |
80%, limit, limitations, multipliers, question |
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