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Old 12-12-2015, 08:27 AM   #1
dfinlay
 
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Join Date: Dec 2008
Default Modular Abilities, Alternate Abilities and Consumables

This came up in another thread and I thought it deserved it's own.

If you can set a Modular Ability to something that can be used up, like HP, VR, FP, ER or Ablative DR, what happens when you switch to a new MA? It's clear to me at least that it being used up shouldn't be completely forgotten about: ie., you shouldn't be able to switch to ER, burn it all to cast spells, switch to Flight, then back to ER and burn it all again. This could give you effectively infinite of the resource, especially if you take a reflexive cosmic MA so you can switch it instantly.

Thus, a first interpretation might be that you keep track of the fact that the FP version of that MA is drained and it either recovers only when the MA is in that form or always but whenever you set the MA to FP until it's recovered, you don't get the full amount.

But then what about a whole bunch of similar consumables? What if you switch it from HP to VR to VR (crushing damage only) to HP (costs FP) to Ablative DR? Even being able to use it all up as HP then use it all up as FP and then switch it to flight seems a bit OP (but then again, it is MA). So maybe draining a consumable should drain all consumables it could be (ie., keep track of what percentage of maximum it's at for all of HP, FP, etc. as one variable). Then, though, what rate does it recover at? Can you use it all up as VR then switch to ER so it refills faster (or even to AP if you use The Last Gasp)?

Maybe it's best to simply say the Modular Ability can't be changed until the resource is back to full, though this does seem pretty limiting.

Same questions apply for Alternate Abilities where one or more of the settings are consumable.
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