Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 09-12-2007, 11:06 PM   #11
PK
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: Insta-switch Alternative Abilities?

Quote:
Originally Posted by Infornific
You could try buying the alternative abilities as Afflictions granting Advantages. That would allow you to treat it as an attack and thus avoid a Ready maneuver.
True, but then you get all the drawbacks of having an Advantage Affliction instead of the actual Advantage.

Personally, I'd be tempted to say that AA is a "meta-limitation" worth -80%, and thus if you want to make them all instantaneously switchable, that's a +20% "meta-enhancement", which means that you pay 2/5 the cost instead of 1/5. I think that's fair.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ)

MyGURPS: My house rules and GURPS resources.

#SJGamesLive: I answered questions about GURPS After the End and more!
{Watch Video} - {Read Transcript}
PK is offline   Reply With Quote
Old 09-13-2007, 11:32 AM   #12
Der Wanderer
 
Der Wanderer's Avatar
 
Join Date: Nov 2004
Location: Switzerland
Default Re: Insta-switch Alternative Abilities?

Ok, first of, I like Revs suggestion...

However, a simple solution is:
ATR (Switching AA's only-80%) [20]
that is a flat 20 CP its price wise in the same range as an Extra Attack so that seems fair (of course if you have 3 5CP AAs thats overpaying)
__________________
I'm not a Munchkin, I'm the Munchkin's Advocate
Der Wanderer is offline   Reply With Quote
Old 09-14-2007, 09:56 PM   #13
PK
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: Insta-switch Alternative Abilities?

DW, I could go for that as well, yeah.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ)

MyGURPS: My house rules and GURPS resources.

#SJGamesLive: I answered questions about GURPS After the End and more!
{Watch Video} - {Read Transcript}
PK is offline   Reply With Quote
Old 09-14-2007, 10:05 PM   #14
Gef
 
Join Date: Sep 2004
Location: Yucca Valley, CA
Default Re: Insta-switch Alternative Abilities?

DW, I like your suggestion too, but I think EHS might do the trick - a flat 9. And I wouldn't allow AAs to activate reflexively. -GEF
Gef is offline   Reply With Quote
Old 09-14-2007, 10:53 PM   #15
AstralRunner
 
Join Date: Apr 2006
Default Re: Insta-switch Alternative Abilities?

Alternate Ability is 1/5 multiplier, not a -80% limitation. This is a very important difference, because it is applied to cost after you add enhancements and limitations. If if were a limitation, you would get less than 4/5 off any ability at less than 0% net modifier, and only a very small fraction off on abilities with very large net modifiers.

So if you're changing the Alternate Ability modifier itself, you should do so by changing the Alternate Ability multiplier; not by adding enhancements. Thus, adding +20% should actually be, "Alternate Ability is now a 2/5 modifier," instead. It will give you very different numbers.
AstralRunner is offline   Reply With Quote
Old 09-15-2007, 10:55 AM   #16
PK
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: Insta-switch Alternative Abilities?

Quote:
Originally Posted by Gef
DW, I like your suggestion too, but I think EHS might do the trick - a flat 9. And I wouldn't allow AAs to activate reflexively. -GEF
ATR gives you an extra action, though, while ETS doesn't. So there's no way ETS could give you an "extra ready", which is what you need.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ)

MyGURPS: My house rules and GURPS resources.

#SJGamesLive: I answered questions about GURPS After the End and more!
{Watch Video} - {Read Transcript}
PK is offline   Reply With Quote
Old 09-15-2007, 10:57 AM   #17
PK
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: Insta-switch Alternative Abilities?

Quote:
Originally Posted by AstralRunner
So if you're changing the Alternate Ability modifier itself, you should do so by changing the Alternate Ability multiplier; not by adding enhancements. Thus, adding +20% should actually be, "Alternate Ability is now a 2/5 modifier," instead. It will give you very different numbers.
Glad to see so much agreement on this. Like I said, my first instinct is to go with the 2/5 cost, but secondarily, I could also see bastardizing ATR into a flat 20-point advantage.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ)

MyGURPS: My house rules and GURPS resources.

#SJGamesLive: I answered questions about GURPS After the End and more!
{Watch Video} - {Read Transcript}
PK is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 01:49 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.