Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 03-09-2020, 12:35 PM   #31
malloyd
 
Join Date: Jun 2006
Default Re: Error in Fantasy werewolf

Quote:
Originally Posted by Plane View Post
Crippling one crippling all is the only thing I can think of.
Well and Alternate Abilities are supposed to be *similar*, so having more than one isn't much of an improvement over the first. It's conceptually akin to switchable enhancements; you don't buy the base power over and over. Yes that has been extensively ignored even in published materials, which is why I don't allow some of them myself, but that's the concept.

You can have Alternate Forms with an even bigger price break that that. If you pay full cost for the most expensive one, all the others can be *free* (you just pay the base 15 points for the ability to change). Honestly if that's fair (it's questionable it is but...) it really should've been the standard rule, since it's so much simpler than the computational mess we are supposed to use.
__________________
--
MA Lloyd
malloyd is offline   Reply With Quote
Old 03-09-2020, 01:41 PM   #32
maximara
On Notice
 
maximara's Avatar
 
Join Date: Aug 2004
Location: Sumter, SC
Default Re: Error in Fantasy werewolf

Quote:
Originally Posted by Anders View Post
My guess would be that the cost of Alternate Form is [15] for an Alternate Identity + a meta-trait with the -10% accessibility limitation: Only while in alternate form. It has nothing to do with Alternate Abilities, except for the similarity in names (and of course, Alternate Form can be an Alternate Ability).
Alternate Form and Alternate Identity are two different advantages and AFAIK don't combine like that.

The old Mission Impossible TV series had the agents using Alternate Identities effectively all the time but they certainly didn't have Alternate Forms.

Jadeite's Youma of the Sailor Moon 1990's anime are a prime example of how Shapeshift and Alternate Identity advantages interact. They would take on Human form (Morph) but had to create an Alternate Identity to do their mission. Yes most of the time it was shallow as all get out but it was separate from Morph.

Alternate Form is always [15] with modifiers plus 90% the difference between the base race and the form . Enchantments and limitations regarding the form only effect the [15] nothing else.

Examples:

Say you are a 100 human point with an alternate form that costs 200 points.

The racial cost for a Human is 0 Points so the calculation is '15 points plus 90% of the difference in cost' or 90% of (200-0) aka 180, then add 15 for a total of 195 points.

By contrast an Elf, with a racial cost of 70 points, would only have to pay 117 (90% of (200-70)+15) points.

Similarly a Young/Very Small Western Dragon, with a racial of 219 points, would only have to pay 15 points for the 200 point form.

A -10% accessibility limitation would only effect the [15] and net [14] (13.5 round up)
__________________
Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number.

Last edited by maximara; 03-09-2020 at 01:46 PM.
maximara is offline   Reply With Quote
Old 03-10-2020, 11:58 AM   #33
Plane
 
Join Date: Aug 2018
Default Re: Error in Fantasy werewolf

Quote:
Originally Posted by malloyd View Post
Well and Alternate Abilities are supposed to be *similar*, so having more than one isn't much of an improvement over the first. It's conceptually akin to switchable enhancements; you don't buy the base power over and over. Yes that has been extensively ignored even in published materials, which is why I don't allow some of them myself, but that's the concept.
I think you're referring to 'Alternative Enhancements', using 'Switchable Enhancements' might cause confusion with having Selectivity.

I guess why it's easy to ignore is that there aren't any concrete guidelines on what's related and what isn't. It probably comes down to a negotiation between player and GM about how you're positing they're related.

"Using Abilities at Default" suffers the same problem. In theory you could have any advantage if you explained the connection well enough but it comes down to GM to rule out implausible explanations, and all the subjective interpretation which comes with it.
Plane is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 04:45 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.