05-13-2018, 12:17 PM | #11 | |||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: [Basic, Powers] Cost issue with Healing Alternative Abilities
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Actually, even Afflictions are probably better built, as Refplace said, with Alternate Enhancements on one Affliction, rather than Alternate Abilities. Quote:
That gives you a final build of Healing (Magical, -10%; Immediate Preparation Required, 1 minute (time for basic treatment), -30%; Triggering substance, Common (Woundwort and first aid kit), -20%; Either Affects Self, Diseases Only, and Limited Use, 4/day Or Injuries Only, -5%) [11] This, I'll note, is actually cheaper than building it as two separate Healing abilities, so some points are saved. Quote:
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05-13-2018, 12:18 PM | #12 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: [Basic, Powers] Cost issue with Healing Alternative Abilities
I'd still rather build that with Either/Or limitations, I think, rather than Alternate Abilities.
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05-13-2018, 12:33 PM | #13 | ||
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Basic, Powers] Cost issue with Healing Alternative Abilities
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05-13-2018, 03:11 PM | #14 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Basic, Powers] Cost issue with Healing Alternative Abilities
He likes it, and I'm going ahead with it.
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05-13-2018, 04:39 PM | #15 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: [Basic, Powers] Cost issue with Healing Alternative Abilities
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05-13-2018, 05:14 PM | #16 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Basic, Powers] Cost issue with Healing Alternative Abilities
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05-14-2018, 11:06 AM | #17 | |
Join Date: Sep 2008
Location: near London, UK
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Re: [Basic, Powers] Cost issue with Healing Alternative Abilities
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The other basic problem is that a limitation of "half the time" is -20%, not -50% - I assume, deliberately, to reward players for low-complexity characters - and so the broken-down version tends to get more expensive than the basic one. (Which is not as bad as getting cheaper, but not good.) I.e. if you buy Healing Injuries Only [24] and Healing Disease Only [18] you end up with Healing, but for 12 more points. I'm very happy with Either/Or as a solution here - indeed, I'm probably going to prefer it over AAs where possible.
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05-14-2018, 02:12 PM | #18 |
Join Date: Sep 2004
Location: Canada
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Re: [Basic, Powers] Cost issue with Healing Alternative Abilities
No, it's deliberately, because players have the amazing ability to turn "half the time" into "Actually I only wanted to use it on women anyways" and 100% of the time. Unless it's literally "Flip a coin, heads it doesn't work this time" kind of limitations.
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05-14-2018, 02:32 PM | #19 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: [Basic, Powers] Cost issue with Healing Alternative Abilities
And, notably, Unreliable, which basically is this, gives -20% for what's effectively 62% of the time. So, yeah, "truly random activation" is worth more than simple "50% of the time, measured objectively" would be.
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Tags |
alternative ability, healing, magic as powers, powers |
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