10-09-2009, 09:11 AM | #11 | |
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Re: Limited use and Maximum Duration out of whack?
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10-09-2009, 09:22 AM | #12 |
Banned
Join Date: Apr 2008
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Re: Limited use and Maximum Duration out of whack?
Yes! Here we are, for example, in my copy of Psionics (1991) it says (p.28): "If this limitation is applied to an advantage, each hour (or fraction thereof) that is on constitutes one 'use'."
Based on what Jeff Wilson said, I'll bet someone unthinkingly switched it to minutes at some point and the playtesters just never noticed the problem. If we return Limited Use to an hourly basis, then the fix for my problem would probably be to apply Switchable +10 to the limitation using the method in the box on p.B111 (and the costs scale much more sensibly with Max Duration as well). |
10-09-2009, 03:51 PM | #13 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Limited use and Maximum Duration out of whack?
Peter speaks the truth, quite simply. I'm experimenting with the following house rule, but it hasn't been playtested enough for my liking yet. Anyone who wants to borrow it, feel free, and I'd love for you to let me know how it works for you:
HOUSE RULE The values given for Limited Use assume that the character can head back to a central location (something at least as bulky as "the trunk of my car") and reload after the fact. In other words, it represents total uses in a single situation, or in an adventure where he's cut off from his supply. If he can only use his ability a few times a day, no matter what, double the value of the limitation.
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10-09-2009, 04:43 PM | #14 |
Join Date: Aug 2004
Location: Nashville, TN
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Re: Limited use and Maximum Duration out of whack?
In my opinion, all of the "number of uses" restrictions (I'm thinking of Limited Use, Costs FP, and Max Duration here) are hard to balance against standard GURPS advantages for three reasons:
1) The default assumption is that most advantages cost nothing to use. 2) The currency that GURPS has for powering abilities (FP) is, for normal humans, a very small pool (10). This means that the smallest possible cost for an ability, 1 FP or 1 use from limited uses, is not a trivial cost. 3) GURPS combat is *very* granular. Combat-scale instant abilities might need to be used dozens of times in a scene, but time-use abilities -- even at 1 minute per use -- are rarely needed more than once. This is one area where I think the assumptions of the HERO game system, which I also like, are just a little easier to balance than GURPS. In HERO, the default assumption is that most abilities have a cost to use them (In HERO, this is END). A normal human's END pool is 20 points, not 10, and heroic normals are in the 30's (give or take). Also, unlike GURPS these points are recovered on the combat time scale. I think when I do advantages-based-magic for a future GURPS campaign (currently only a gleam in my eye) I'm going to use this default assumption. All advantages costs FP (or some other pool) to power, and No-Cost abilities are an advantage; the HERO costs for this are effectively a +50% enhancement for 1/2 cost and +100% enhancement for no cost. Incidentally, the HERO approach helps with limited use, too. Any ability with the limited use limitation doesn't have an END cost.
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10-09-2009, 05:10 PM | #15 |
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Join Date: Apr 2008
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Re: Limited use and Maximum Duration out of whack?
Personally, I never had a problem with Limited Use in its original one-hour per 'use' for advantages form. I simply cannot imagine that anyone would have changed it to a mere minute deliberately (especially given the imbalance revealed with Max. Duration). So I'll just assume that's an erratum and go by the hourly method.
Regarding Costs Fatigue, I agree with Bookman, the gulf between (a) free, continuous use in the unmodified form and (b) a finite and fairly severe limit with even one point of FP is faaaaaaaar from adequately represented by the values provided. My house rule is that Costs Fatigue is -10% PLUS -5% per fatigue point. As for Max Duration as written, I have no problems with it. Last edited by Figleaf23; 10-09-2009 at 09:00 PM. Reason: TYPO |
10-10-2009, 01:43 AM | #16 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Limited use and Maximum Duration out of whack?
Severely alters the value of FP Regeneration (Fast or better), though.
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10-10-2009, 06:23 AM | #17 |
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Join Date: Apr 2008
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Re: Limited use and Maximum Duration out of whack?
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10-10-2009, 06:29 AM | #18 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Limited use and Maximum Duration out of whack?
Altering the value of Costs FP always alters the usefulness of Regeneration (FP).
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10-10-2009, 06:32 AM | #19 | |
Join Date: Aug 2004
Location: Nashville, TN
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Re: Limited use and Maximum Duration out of whack?
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I wouldn't think so, but I tend to play GURPS down in the shallow end of the points pool, and abilities like Fast or Very Fast regeneration are not really on the menu, so to speak.
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I didn't realize who I was until I stopped being who I wasn't. Formerly known as Bookman- forum name changed 1/3/2018. |
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10-10-2009, 07:37 AM | #20 |
Join Date: May 2008
Location: CA
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Re: Limited use and Maximum Duration out of whack?
Regen (FP) is already severely overpriced - altering the cost of Costs FP won't make it significantly more or less balanced.
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limited use, maximum duration |
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