08-30-2019, 08:10 PM | #11 |
Join Date: Dec 2012
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Re: Technical question about alternate abilities and compartmentalized mind
So, basically it depends on the GM (much like most other such rulings). For me, I agree with Kromm, but only due to the cost of Compartmentalized Mind. If you can't do that, then CM is too expensive, IMHO.
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08-30-2019, 08:16 PM | #12 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Technical question about alternate abilities and compartmentalized mind
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If you buy TK or a power that can be used with a Concentrate you do get to use it multiple times. But if the ability is disabled or inactive - such as by being swapped out you dont get to use it.
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08-30-2019, 09:54 PM | #13 | ||||
Join Date: Aug 2018
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Re: Technical question about alternate abilities and compartmentalized mind
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You don't need "extra attack" and I don't think that would be of any use with Telekinesis itself, only for using your Innate Attack (which I assume is Crushing Attack). You may as well take Extra Attack as an alternative ability to Compartmentalized Mind since it's not likely you'll be using both at the same time. You can switch to EA when using Crushing Attack and switch to CM when using Telekinesis. Quote:
"pay full price for the two most expensive abilities (and 1/5 cost for the rest)" Quote:
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08-30-2019, 10:06 PM | #14 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Technical question about alternate abilities and compartmentalized mind
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We had it pretty much settled till the FAQ Keeper popped in :) CM definitely lets you use an ability twice. So if you had a qualifying power, even if it was part of an alternative ability group you can use it multiple times. However it wont let you freely swap between the powers in an AA set.
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08-30-2019, 10:33 PM | #15 | |
Join Date: Mar 2010
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Re: Technical question about alternate abilities and compartmentalized mind
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Compartmentalized Mind should not allow you to activate Telekinesis (AA-mode 1), switch to an alternate power and then activate Damage Resistance (AA-mode 2, *1/5 cost) with Telekinesis (AA-mode 1) also staying active and under your control. Telekinesis (AA-mode 1) should de-activate if you switch to Damage Resistance (AA-mode 2, *1/5 cost). Summary:
Last edited by Sunrunners_Fire; 08-30-2019 at 10:41 PM. Reason: Color formatting. |
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08-31-2019, 01:14 AM | #16 | ||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Technical question about alternate abilities and compartmentalized mind
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08-31-2019, 03:36 AM | #17 | |
Join Date: Aug 2019
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Re: Technical question about alternate abilities and compartmentalized mind
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Special thank you for saving me the points on extra attack. It took a good Google search to figure out the puzzle "PU8p8", but it was a fun and rewarding experience. And a shout out to vicky_molokh: I wish my GM agreed with you. but he's more a RAW kinda fellow. I march forward to this Sunday's game; confident in my abilities and my character. |
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08-31-2019, 04:59 AM | #18 | |
Join Date: Apr 2013
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Re: Technical question about alternate abilities and compartmentalized mind
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08-31-2019, 09:03 AM | #19 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Technical question about alternate abilities and compartmentalized mind
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Personally I see no reason why it should supplant Duplication (Mental Only). They do different things. |
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08-31-2019, 09:14 AM | #20 | |
Join Date: Sep 2007
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Re: Technical question about alternate abilities and compartmentalized mind
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GURPS rules aren't written to be literally parsed, but an AA is a group of abilities, not an ability. One ability of that group can be active. CM can "duplicate" that ability in instances -- if you want to use that language. (I'd just say CM simply gives you multiple Maneuvers -- the mental ATR comparison. And just by bog-standard rules, you can use any ability you have in each Maneuver you have; you need nothing special about an ability to do that.) Whether or not CM really duplicates the ability, as opposed to the Maneuvers, will matter in any case where there are Limitations that affect uses, like Requires Reload, cooldowns, or (Immediate) Prep Required. There is an actual mechanical implication there, beyond just a metaphor for visualizing the effect. Finally, we get back to the OP question: what about an AA? Assuming CM duplicates all your abilities, does that also mean duplicating the AAs (just like Duplication would do) so that each "mind dupe" can have independent selection? Similarly, if some Limitation or enemy effect takes out your AA group by taking out your current ability, does that mean all the duplicated AA groups get taken or, or just the one that was "hit" by the Limitation or effect? When applicable, do you have to Prep each ability independently (which can be done in parallel if you're munchkin-careful to specify prep fluff that's mental only, but would get serialized if you slip up and include any physical actions like lighting incense for your meditation, a problem your Dupes don't have to worry about). Comparison with Duplication strikes me as a better argument that Dupe is underpriced than an argument that CM should give you more. (Consider the similar comparison of Dupe with ATR; Dupe also gives you extra physical Maneuvers, as each dupe gets to act independently. Do we need to buff up ATR to justify its cost, or raise the cost of Duplication to account for its disruption of the Maneuver economy? |
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compartmentalized mind |
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