01-27-2012, 04:41 AM | #1 |
Join Date: Nov 2006
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[Powers] Limiting Modular Abilities
How would you price the inability to rearrange points that you have used in the last eight hours?
My idea is to use RPK's Either/Or Limitations in this way... either Accessibility, cannot rearrange points that have been used, -80% or Minimum Duration, 8 hours, -5%; total modifier -4% Does that seem right to anyone else? |
01-27-2012, 06:20 AM | #2 |
Join Date: Sep 2004
Location: Canada
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Re: [Powers] Limiting Modular Abilities
I'm not sure how that isn't just Minimum Duration, 8 Hours period.
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01-27-2012, 09:21 AM | #3 | ||
Join Date: Nov 2006
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Re: [Powers] Limiting Modular Abilities
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Last edited by nerdvana; 01-27-2012 at 09:29 AM. Reason: added url to source of quote text |
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01-27-2012, 09:34 AM | #4 |
Join Date: Jan 2011
Location: Chelyabinsk, Russia
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Re: [Powers] Limiting Modular Abilities
Then this isn't limitation on MA themselves but on abilities in it.
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01-27-2012, 09:35 AM | #5 |
Join Date: Nov 2006
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Re: [Powers] Limiting Modular Abilities
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01-27-2012, 09:59 AM | #6 |
Join Date: Aug 2007
Location: Vermont, USA
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Re: [Powers] Limiting Modular Abilities
Some people believe that if you use an allocated ability which has a recharge time (like Luck), then you can't re-allocate those points (or, alternatively, use the re-allocated ability) until the recharge time has ended. This does eliminate the munchky tactic of re-allocating Luck, etc., but I don't believe there is any explicit statement of this rule in RAW*.
Thus, you could get the effect you want by requiring that all allocated abilities have Takes Recharge, 8 hours, -30%. If they aren't used, you can re-allocate them freely, but if they are used you have to wait 8 hours before re-allocating them. Minimum Duration, 8 hours, -5% is much less of a limitation because it would allow you to use the allocated ability freely during that time, while Takes Recharge only allows you to use it once. * the closest example is in Divine Powers, where the use of a use-limited alternative ability doesn't knock out the entire set of abilities for the recharge time, only that ability. |
01-27-2012, 10:13 AM | #7 | |
Join Date: Nov 2006
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Re: [Powers] Limiting Modular Abilities
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01-27-2012, 10:36 AM | #8 | |
Join Date: Sep 2004
Location: Canada
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Re: [Powers] Limiting Modular Abilities
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Can you provide a page reference? Everything that I've found in Divine Favor so far doesn't discuss the question at all.
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01-27-2012, 11:06 AM | #9 | |
Join Date: Jun 2008
Location: Provo, UT
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Re: [Powers] Limiting Modular Abilities
This sort of sounds like Takes Recharge, -30% (One hour is the maximum level of the limitation allowed). But it sort of depends on how you interpurt the Op's wording.
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This actually seems like a pretty big limitation to me, since it keeps resetting itself. Normally if you just put Takes Recharge, One Hour on it you can use the attack as much as you'd like, then switch it an hour later. When in doubt, just use an Accessability Limitation. Accessability, Unable to rearrange points for 8 hours after use of purchased abilities, -50%, sounds about right to me. The limitation is at least as restricting as taking Limited Use, 3 per day, -20%; plus Takes Recharge, 1 hour, -30%, but probably doesn't qualify for any more of a cost break. |
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01-27-2012, 11:17 AM | #10 | |
Join Date: Aug 2007
Location: Vermont, USA
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Re: [Powers] Limiting Modular Abilities
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The rule for alternative abilities that seems relevant here is on p. P11: "Anything that disables one ability disables the whole collection...". Does a recharge time count as disabling for this purpose? The lack of discussion in Divine Favor seems to indicate that it doesn't. I don't know if that extends to modular abilities as well. With modular abilities I think I prefer to treat each allocated advantage separately (honestly, I've been avoiding the issue). If you use an allocated Luck, you can immediately swap it out for another trait and use it, but if you then swap Luck back in it's still on the same clock as before (though you could allocate a higher level of Luck to reduce the recharge time). I think that's consistent with how Divine Powers treats alternative abilities and it makes modular ability builds less finicky. Last edited by munin; 01-27-2012 at 11:21 AM. |
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Tags |
limitations, modular abilities, powers |
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