06-09-2015, 12:12 AM | #1 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Understanding Multiplicative Modifiers
I want to make sure I understand something.
First, standard modifiers: I can have as many limitations as I want, as long as the advantage itself isn't brought to below -80% For example, I could have the advantage Foo [10], and then apply a bunch of limitations, like so: Foo (Cosmic: Very Foo +50%, Accessible: Only on Foo's Day -75%, Takes Extra Time 2 -20%, Costs Fatigue 6 -30%) [2]. That is, I can go down to -80% and no lower, but I can have as many limitations as I want, correct? Next question: Multiplicative Modifiers. Quote:
Cosmic: Kinda Foo +10% Reliable: +10% Costs Fatigue 5 -25% All-Out -25% So first, I would total the enhancements and apply them: +20%, so [12]. Then I would total the limitations (-50%) and apply them... to the advantage? So the total would be [6], correct? Or does he mean to apply them to the enhancements (that is, it becomes +10%, which would be [11]) Finally: Is there any point to having more than 80% in limitations with multiplicative modifers? Seems like no matter how many enhancements I add, I cannot do the additive trick of just piling on more negative modifiers until I reach my original low value. Or can I apply as many as I want, just as long as the final advantage is not less than 1/5 the original cost? That is, I could have: Foo [10] Cosmic: Ultra-Foo +100% Costs 18 Fatigue -90% For a total of [2]?
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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06-09-2015, 12:26 AM | #2 | ||
Join Date: Jun 2007
Location: USA, Arizona, Mesa
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Re: Understanding Multiplicative Modifiers
I've used Multiplicative Modifiers exclusively since Powers came out, I think I can answer these.
Quote:
Quote:
As a house-rule I've used, if a build has more than -80% in limitations and those are seriously limiting enough to be worth more than an 80% discount, I'll take the excess beyond -80% and apply them as a second round of limitations. This example would be: 10 * 2 (for +100%) * .2 (for the first -80% of Costs Fatigue) * .9 (for the last -10% of Costs Fatigue) for a final cost of [3.6], rounding to [4]. |
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06-09-2015, 12:54 AM | #3 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Understanding Multiplicative Modifiers
Alright, then I understand it just fine.
Also, I like your house rule.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
06-09-2015, 01:10 AM | #4 |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
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Re: Understanding Multiplicative Modifiers
I thought it was +10%+10%-25%-25% for a net limitation of -30%
which result (rounded up) to 7pts for I Have Foo? |
06-09-2015, 01:14 AM | #5 |
Join Date: Jun 2007
Location: USA, Arizona, Mesa
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Re: Understanding Multiplicative Modifiers
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06-09-2015, 01:33 AM | #6 |
Join Date: Mar 2012
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Re: Understanding Multiplicative Modifiers
Technically, in terms of CP efficiency, no, but... making the ability match your idea for it, or getting approval from the GM for an otherwise nixed ability by rendering it even more limited. Either one can push you past 80% limitations at times.
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06-09-2015, 01:49 AM | #7 |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
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Re: Understanding Multiplicative Modifiers
I think I read that rule wrong. I was thinking about multipliers (i.e., *2, *1/2, etc.) in combination with plusses and minusses).
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06-09-2015, 01:58 AM | #8 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Understanding Multiplicative Modifiers
Quote:
"Multiplier Model:" 10 * 1.1 *1.1 *0.75 * 0.75 = 6.8 Multiplicative Modifiers 10 *1.2 * .5 = 6 Standard Modifiers 10 + (10 *0.1) + (10* 0.1) + (10 *-0.25) + (10*-0.25) = 7 The first one is your model, right, Azagthoth? I wonder how that would work on a larger scale.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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06-09-2015, 05:11 AM | #9 | |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
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Re: Understanding Multiplicative Modifiers
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06-09-2015, 06:05 AM | #10 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Understanding Multiplicative Modifiers
Quote:
Standard Modifiers 10 + (10 *0.1) + (10* 0.1) + (10 *-0.25) + (10*-0.25) = 7 is the same as 10 + (10 *0.2) + (10 *-0.5) = 7 Which is the same as 10 + (10 *-0.3) = 7 Which is what happens when you add +20% to -50% and than apply it to 10. I just spread it all out to give you a clearer indication of what was going on. So the last, at least, should work perfectly fine in GCA, or GCA is terrible. I don't know about the rest.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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