08-29-2014, 01:48 PM | #31 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: -80% Limitation Cap: Any Exceptions?
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Earlier I brought the example of Shadow Form, an Advantage from the Basic Set that per RAW is a Disadvantage if Always On or a 0-point trait if Always On but you can carry up to Heavy Encumbrance... which is the system recognizing that not everything behaves the same way. If forced to conform to general RAW, the Always On Limitation would have a maximum value of -80%, so that instead of the actual RAW value of an Always On Shadow Form being a -20 point Disadvantage, it would remain a 10 point Advantage. If a concept calls for Limitations in excess of -80%, then my choices are 1) Alter the concept: an option, but to some of us a most odious one that undermines our main reason for using GURPS. If not an "us", then at least a "me". 2) Overpay for the benefit, which often precludes buying something and thus still altering the concept, in addition to risking your character being less competent than point totals imply. With complex characters, this can quite easily reach significant threshold as multiple instances add up... at least for me. =P Adding an enhancement doesn't even always work from an optimization standpoint; sometimes you've got all you need and anything else becomes a pretty meaningless bell or whistle. Yes there are many worthwhile Enhancements, but finding one that is exactly the right price and is relevant can be a challenge. The GM allowing me to take one later is not something I would count on, but for some groups that is an option. The RAW actually addresses the concerns with violating the Disadvantage cap; you risk a character that is anywhere from under powered to a flat out hindrance to the rest of the group. Ironically you may have more fun than anyone else if they do accommodate you (your enjoyment being maintained/increased at the cost of their own. Now keep in mind, in both cases the issue is about getting what you pay for; it is a bit different than just wanting to spend points you don't have.
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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, 01:50 PM | #32 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: -80% Limitation Cap: Any Exceptions?
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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, 02:17 PM | #33 |
Join Date: Jul 2008
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Re: -80% Limitation Cap: Any Exceptions?
I had a notion about adjusting negative modifiers in relation to a 'true multiplicative' (multiply all individual modifiers) scheme, some time back.
I haven't had occasion to try it, though.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
08-30-2014, 05:34 AM | #34 | |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: -80% Limitation Cap: Any Exceptions?
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08-30-2014, 10:23 AM | #35 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: -80% Limitation Cap: Any Exceptions?
I don't know, if you really want an ability that burns out the entire alternate ability forever if you use it, maybe it is worth a significant discount. It will effectively cost you a lot of points if you ever do use it.
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08-30-2014, 10:55 AM | #36 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: -80% Limitation Cap: Any Exceptions?
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1) Character invested almost all points (including those from Disadvantages) into his superpowers; if he has an Alternate Ability tied into all of his Super Powers that has One Use Ever attached to it, using it drops him from a 500 to 50 point character. Even if it is an awesome Ability, that might be fair even costing as little as 1 point. 2) As with the character in #1, except he is practically a "Super Normal"; only 5 points total were spent on his primary "super powers" and his One Use Ever Alternate Ability, I'd be leery if he milked this for some sort of 1 point Super Special Awesome attack that may be One Use Ever but only costs him an effective 5 total CP. 3) Token "in the middle" example; a 500 point character sacrificing about 200 points of CP if he ever resorts to his One Use Ever Alternate Ability. These kinds of things are why "GM's prerogative" strikes me as the best "standard" approach.
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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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08-30-2014, 11:31 AM | #37 |
Join Date: Jun 2010
Location: Dreamland
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Re: -80% Limitation Cap: Any Exceptions?
I'm not so sure using it strips the rest of the abilities away. Limited Use doesn't. And if it does, how would you make an alternate one-use ability that doesn't strip away the other powers when used?
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08-30-2014, 11:38 AM | #38 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: -80% Limitation Cap: Any Exceptions?
I'm not sure that even makes any sense. If I have a gun with a kill, stun, and explosive self destruct setting, how do I keep the kill and stun settings when I blow the gun up?
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08-30-2014, 05:19 PM | #39 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: -80% Limitation Cap: Any Exceptions?
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That usually feels like a "stretch" to me, however.
__________________
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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08-30-2014, 05:24 PM | #40 | |
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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