07-02-2018, 03:30 PM | #1 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Selectivity Either/Or?
So at the base Enhancement Selectivity allows for any and all Enhancements to be used... what if you want it set as "Either/Or"? Or is that just part and parcel with the Enhancement and Limitations split when designing the Power?
What if you want certain Limitations to only come into play with specific Enhancements in the Power? |
07-02-2018, 03:41 PM | #2 |
Join Date: Feb 2016
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Re: Selectivity Either/Or?
Modify the value of the enhancement with the value of the limitation (Characters, p. 111). For example, an attack ability with Selectivity could have Side Effect, Stunning (+50%) modified with No Wounding (-50%), for a total value of +25% or Side Effect, Paralysis (+200%) modified with No Wounding (-50%), for a total value of +100%.
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07-02-2018, 05:33 PM | #3 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Selectivity Either/Or?
Quote:
As AlexanderHowl suggests, apply the limitation to the enhancement, reducing the value of the enhancement. In the case of multiple enhancements and limitations as a set of Alternate Enhancements, I'd tally up all of the enhancements and then apply all of the limitations to them as a whole. I *SWEAR* I've either seen this in a book or seen Kromm rule on this, but I'm coming up blank on where right now.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 07-02-2018 at 05:37 PM. |
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07-02-2018, 07:01 PM | #4 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Selectivity Either/Or?
Quote:
Instead, what I'd do is bundle the limitations and enhancements you wanted together, and then apply the Alternate Enhancements divisor to the total of each package. As an example, consider a laser attack with two modes, one a long range 1000/500 shot (Increased Range X10, and Increased 1/2D Range X5) with some ultra-tech "field jacketing" technobabble that means it can't set fires (No Incendiary Effect), while the second is a short-range, 20/10 range shot (Reduced Range /5 and Increased Range, 1/2D range only, X5) with lots of shots, RoF 16 (Rapid Fire 16). So, you'd total up the two modifier packages, with the first being +30% (Increased Range X10, +30%, Increased Range X5, 1/2D only, +10%, and Missing Damage Effect: No Incendiary Effect, -10%), while the second is +150% (Rapid Fire 16, +150%, Reduced Range, /5, -10%, and Increased Range X5, 1/2D range only, +10%). So, you'd divide the cheaper package price (the +30%) by 5, and you'd end up with a final enhancement value of 156%. If there were packages that ended up negative, after adding all enhancements and limitations to each, I think I'd treat them as having a final total of +5%, then apply the usual Alternative Enhancements modifier to them. +1% for each option, even if its strictly less useful than the primary mode of the ability, seems fair, just to cover the possible advantages of switching which limitations apply in a given circumstance. |
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07-02-2018, 08:09 PM | #5 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Selectivity Either/Or?
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