06-24-2012, 02:30 PM | #11 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Pyramid #3/44: Alternate GURPS II
Quote:
Still I suppose a play tester should have caught that :(
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06-24-2012, 02:46 PM | #12 |
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Join Date: Aug 2004
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Re: Pyramid #3/44: Alternate GURPS II
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06-24-2012, 02:46 PM | #13 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Pyramid #3/44: Alternate GURPS II
Actually this will vary. If you have been hiking, are encumbered, slept poorly, rough weather, skipped a meal, etc all are reasonable situations where you start with less then full FP. Some of those would be covered by the Regeneration but not all so I include them as other examples for different builds.
Another thing to factor in is that your assuming no other FP use. Extra Effort, spell casting, powers that cost FP all will make you more vulnerable to spending FP to recover AP but the Regeneration (AP) wont be affected. Further drains and attacks against your FP wont be stacking on the same thing as much. Mostly this was for things that do not have FP like machines, golems, etc. So if you do have FP it is definitely less useful then if you do not but it still has utility and GURPS does not lower cost of abilities based on abilities as a general rule. So a fair cost was set for a killer robot rather then a person who would have both. For someone who wants both I would opt for a AA and use a ready maneuver to switch modes. EDIT TO include additional note Quote:
Since if you could just spend 1 FP at any time to recover there would be no purpose for the Second Wind section.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries Last edited by Refplace; 06-24-2012 at 02:51 PM. |
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06-24-2012, 02:50 PM | #14 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Pyramid #3/44: Alternate GURPS II
Quote:
100 points for AP Recovery 4 gives +4 AP per round, no matter what. 100 points for FP Recovery at 1 per second will basically mean as long as you only make expenditures of 1 FP at a time, you'll gain it back the next turn. So if you spend (say) 4 AP per turn for whatever reason, you will spend down AP for two turns. On your third, you'll spend 4 AP, but in so doing, lose 1 FP and gain back 5 AP (of which you must spend 2), so you'll be at 9 FP and 3 AP. You will suffer no real penalties unless you're using the (very) optional rule about partial ST loss, but even so, those are low (5% ST loss). The next turn, you'll be back up to full FP, but down to 3 AP, and if you spend another 4 AP, you'll need to burn yet another FP/bonus point and you'll have 9 FP and 4 AP when you're done. In the first case, you simply won't ever lose FP, and your AP will float between 6 and 10. In the second case, you will be losing 1 FP per turn after a few seconds of action, but getting it right back. You'll be oscillating between 1 and 5 AP on any given turn, but at expenditures per turn of less than 5 AP, I think the net result of your 100 points is the same: you're either at 9 or 10 FP at all times, and no action will be forbidden to you or any penalties accrue So net/net, for that level of AP expenditure, these are two basically equivalent ways of doing the same thing. OK, let's get nuts. 10 AP per turn expenditure (say you're doing a funky runaround attack every second because you're a ferret on crack). At 10 AP per round spent, but getting 4 AP back, this is a net of 6 AP per second. In any case, you'll be probably taking some Recovery events (Evaluate will likely be a popular choice, and Antoni was agitating for a version of AoD that didn't give you the +2 extra AP for defending but allowed a recovery roll if you didn't spend more than 2 AP defensively on your turn) or else you'll rapidly burn down your fatigue pool. At 10 AP per round spent with 1 FP per second recovery, on turn 1, you spend 10 AP (down to 0), immediately burn 1 FP and get 5 AP back. Next turn, you flip back to 10 FP, but you're only at 5 AP. You spend 10 AP again, immediately burn 1 FP as you drop to 0 AP, gaining back 5 AP . . . I think this is lather/rinse/repeat territory. Unless you have other reasons to ALSO spend FP, this means FP recovery is no longer equivalent to AP, it's better.
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06-24-2012, 03:09 PM | #15 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Pyramid #3/44: Alternate GURPS II
Yes.
Quote:
If you have to spend more than 1 FP per turn, because your burning through AP like crazy, you can still rack up significant penalties. Still, I think you're on to something important here, which is that by (more or less) increasing the base recovery of FP from 1 per 10 min to 1 per 120 min for a HT 10 person, (about an order of magnitude, ish), I should probably have changed the base cost of FP recovery as well. If we assume my base costs for FP recovery aren't broken if AP don't exist (because you can use one without the other), then what we have for someone of HT 10 is a case where you can ALSO recover HT/2 AP per FP recovery cycle. Based on HT 10: That would look like this: Code:
Points FP/hour Points FP/min Points FP/sec 25 1 50 1 160 1 30 2 62 2 235 2 35 5 75 5 310 3 40 15 95 15 380 4 45 30 120 30 515 6 - - - - 775 10 That makes recovering 1 FP per second VERY expensive when combined with AP, which perhaps it should be. This didn't come up, really, during writing and playtest. Sorry I missed it.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon Last edited by DouglasCole; 06-24-2012 at 03:43 PM. |
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06-24-2012, 03:15 PM | #16 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Pyramid #3/44: Alternate GURPS II
Note: the every two seconds thing is a bit of a fudge; you don't NEED to spend a full FP every second at most sane rates of AP expenditure, and our previous examples more or less show you can recover every other turn just as easily as every turn. So most of the time, it's not worth quite as much as "full HT/2, every second."
If you DO think it's worth full price, the upper end FP/second point cost shifts DRAMATICALLY, like this: Code:
Points FP/hour Points FP/min Points FP/sec 25 1 52 1 225 1 30 2 64 2 350 2 35 5 80 5 500 3 40 15 110 15 625 4 45 30 150 30 900 6 - - - - 1400 10
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06-24-2012, 03:16 PM | #17 | ||||
Banned
Join Date: Aug 2004
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Re: Pyramid #3/44: Alternate GURPS II
Quote:
You've been hiking: In this instance the guy with Regeneration (Fatigue Recovery) is going to regenerate his FP faster than losing it to hiking, and so will start at 10 FP. In this instance the the guy with Regeneration (AP Recovery) will be missing FP and so take penalies for that. Regeneration (Fatigue Recovery) wins! Some instance where you can't regenerate fatigue: Both characters lose FP and take penalties. It's a draw. Quote:
Quote:
In order to do a fair analysis, you have to assume equal conditions, and you don't seem to be doing that. Quote:
So when can't you spend FP? When you have AP you don't need to spend FP, and when you don't have AP, you can spend FP. |
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06-24-2012, 03:17 PM | #18 |
Join Date: May 2008
Location: CA
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Re: Pyramid #3/44: Alternate GURPS II
I'd suggest instead changing the cost of AP regen, not FP regen. FP regen is already overpriced compared with HP regen in normal GURPS; we don't need to cripple it even further.
So, make AP regen 20 for 1 AP per second. That'll make it so it comes out to a wash at the 100 price point - both effectively give 5 AP per second. Just say that regen over should just be handled by FP regen, or (my personal preference) make it so AP regen follows the 'high HP regeneration' rules - if you've got 20 AP, then each time you'd normally regen 1 AP, you regen 2 instead. But FP regen doesn't follow those rules, so it's out of luck. |
06-24-2012, 03:20 PM | #19 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Pyramid #3/44: Alternate GURPS II
Quote:
If you look at FP Recovery as ALSO providing AP Recovery at full cost: 25 points per each 1 AP per second, even recovering FP at 1 FP every 2 minutes could legitimately add 1 point worth of AP recovery to it (5 AP recovered every 120 seconds x 25 points per (AP/sec) = just over 1 point of utility). As you ramp up from there, the AP recovery portion of that equation dominates quite quickly.
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06-24-2012, 03:35 PM | #20 | ||||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Pyramid #3/44: Alternate GURPS II
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Quote:
Quote:
For most game-relevant cases (HT 10-14, heroic even if not cinematic games) I think a 20-25 point per level getting you back 10% of your starting AP each turn is probably the right ballpark. 20 wouldn't break anything, certainly, though I think it was priced as "the equivalent of double your start AP at HT 10, 20 points, and an extra 5 'cause the never stop coming back") Quote:
I do like, at least as a first step, considering the 20 points to grant Starting AP/10 AP per second, instead of 1 AP per second. I'd considered scaling like this, but then, if you have 20 AP, you probably have HT 13 and 20 AP if you're in a realistic campaign. No, I consider the point values for FP recovery OK if taken as the cost without the existence of AP. Adding AP to the mix increases the value of FP recovery, and while we can usefully quibble over the price, I *would* do it as a price increase.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon Last edited by DouglasCole; 06-24-2012 at 03:39 PM. |
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Tags |
fatigue, fatigue points, pyramid 3/44 |
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