05-11-2015, 03:13 AM | #1 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Modular Ability Questions
First question: If you have a modular ability that you "lose" after using it, is that "One use" (1/5) or Limited Use (1) for -40%? And for the later, does the "recharge time" matter?
As I understand limited use, it impacts the modular ability itself. That is, if you memorize a GURPS spell and then always forget it after casting it, then the modular ability advantage itself has limited use, correct? But how does this interact with abilities that are themselves single-shot? For example, if you have a catalog of abilities (say, 10) that you can choose to slot into your modular ability slots, like having a set of 10 chip slots, and nine of them you can just use over and over again ("I slot brawl. I punch someone. I punch someone. I punch someone.") but one of them, if you use it, it's gone until you get another chip to slot in ("I slot emp burst. I use emp burst. emp burst is gone."). Is that ability "limited use (1)" or "single use?" Also, on page 63 of Powers, it states: Quote:
So if I were to create a D&D-ish style "Fire and forget" set of abilities, how does it get priced?
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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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05-11-2015, 04:38 AM | #2 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Modular Ability Questions
Doesn't the 1/5 cost modifier mean one use ever, whereas the -40% Limited Use Limitation mean one use per day?
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05-11-2015, 05:05 AM | #3 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Modular Ability Questions
Yes. But how does that work for, say, a chip that burns out, but you can go and buy another? Is that one per day (assuming it typically takes a day to replace)? Or is that once "ever" because that chip is gone?
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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. |
05-11-2015, 05:31 AM | #4 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Modular Ability Questions
I'd ruleit as the "per day" with maybe a recharge limiter or something to represent difficulty of just "buying a new one" if buying the new one isn't particularly easy (say for black-market chips/spells).
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05-11-2015, 05:32 AM | #5 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Modular Ability Questions
Quote:
Nobody has thoughts on the latter? I'm not sure I know what the "cost per slot" is supposed to represent
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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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05-11-2015, 07:28 AM | #6 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Modular Ability Questions
The way I take it, if you have an MA that does only spells, you can have one that can switch only among the handful of spells in a particular grimoire; or one that can switch among a much longer list of spells; or one that can do any spell whatever, including entirely new spells made up from some spell construction system. It's "how much scope does it have within the defined category?" You can see the same thing with an MA that gives you languages: Do you have a handful of chips for specific languages, or do you instantly understand any human language, or perhaps any language whatsoever?
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Bill Stoddard I don't think we're in Oz any more. |
05-11-2015, 08:20 AM | #7 |
Join Date: Sep 2007
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Re: Modular Ability Questions
For abilities with a recharge time, I'd freeze the MA points allocated to that ability after use until the recharge is complete. Set up a 10-point once-per-day ability, use it, and you can't configure those 10 points for anything else for 24 hours.
If I allowed the One Use Only modifier on an MA -- which I'm disinclined to do at all as just not making sense -- I'd subtract the CP cost from the MA. (This is not quite the same thing as the MA points it took to configure the ability, since MA pool points usually have a multiplier to reach a CP cost.) It would permanently reduce your MA pool. |
05-11-2015, 09:30 AM | #8 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Modular Ability Questions
It seems obvious to me that it's once per day, because it's only the chip that disappears, not the ability to slot in chips. It's my understanding that you use the 1/5 cost divisor if the ability disappears after one single use; you can go and buy a new chip for mere $$$$, whereas replacing the disappeared ability is paid for in a much dearer currency: points.
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05-11-2015, 09:32 AM | #9 |
Join Date: Jun 2014
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Re: Modular Ability Questions
If emulating D&D spells, why modify the base advantage at all? Instead of making Modular Ability once per day or whatever is desired, just use it to purchase abilities with the 1/5 one use modifier, and then set limitations to the way the modular ability can be recharged (e.g. after 8 hours rest).
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05-11-2015, 09:32 AM | #10 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Modular Ability Questions
Quote:
A character with one single 8-point slot is different from a character with four 2-point slots, who again is different from a character who has one 4-point slot and four 1-point slots. |
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