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-   -   Free Action Limit? (https://forums.sjgames.com/showthread.php?t=121532)

Christopher R. Rice 12-21-2013 02:27 PM

Free Action Limit?
 
I couldn't find a particularly satisfactory answer so I figured I'd ask the hive mind. Say I have a magical ability that I can use as a Free Action, how many times can it be used per round? Unlimited? Should there be a penalty involved per use after the first? RAW-wise, where should I look? What have you ruled in your own games?

I appreciate any and all answers.

Ghostdancer

Onkl 12-21-2013 02:30 PM

Re: Free Action Limit?
 
First thing that comes to mind is MA:103 Multiple Fast-Draw.

EDIT:

Oops, forgot to add: Above rule only comes in handy, if you have to roll against anything...

Cheers

Onkl

Celjabba 12-21-2013 02:36 PM

Re: Free Action Limit?
 
At a guess, one free action of a given type per maneuver.

But I have no rule reference right now.

Celjabba

Celjabba 12-21-2013 03:42 PM

Re: Free Action Limit?
 
A few rules quote below, all of them seem to indicate you can make one free action of a given type per turn.
The aura rule frop pyramid 19 seem to say you can activate a free-action power once per turn per target.

Quote:

Originally Posted by pyramid 3-19 p4
For a beneficial Affliction, the user may make roll of the
aura’s skill (as a free action) when someone he wants to bless
enters his area of effect, at a penalty equal to the distance
between them. Success means that person is blessed; note the
margin of success. On a failure, he may continue to roll once
per second (again, as a free action) with no penalty or cost,
until successful in blessing that subject.

Quote:

Originally Posted by power p154
Free Action
... All other zero-time transient abilities
(notably Rapier Wit and attacks
with enough Reduced Time to work
instantaneously) work only on the
user’s turn.
The only switchable abilities activated
or deactivated with a free action
are Mind Shield, attacks with Aura,
and switchable advantages that work
instantaneously thanks to Reduced
Time. The user must switch these on
or off at the start of his turn.


Also :

Quote:

Originally Posted by power p108
Those who try this as a free action (allowed once per turn) roll thrust damage.

Quote:

Originally Posted by Alternate abilities (power p11):
After switching to an attack (Affliction, Binding, Innate Attack, Leech,
Neutralize, Obscure, Static, and anything else the GM views as an
“attack”), switching to a different attack is a free action. If the user can
make more than one attack per turn, he must use the same setting for
all of them.

Quote:

Originally Posted by powerup2 p6
You can do either grip change (or both)
as a free action once on your turn

Quote:

Originally Posted by High-tech pg 80
When using a familiar weapon (see Familiarity,
p. B169), engaging or disengaging such a safety is a free
action at either the beginning or the end of a turn – but not
both.

Hope this help,

Celjabba

kirbwarrior 12-21-2013 08:26 PM

Re: Free Action Limit?
 
I don't remember where it says, but also note that Reflexive abilities still have the general once-per-turn clause, and thus can't turn on if you turned it off during your own turn.

Christopher R. Rice 12-22-2013 09:29 AM

Re: Free Action Limit?
 
Guys, thank you so much for the replies and citations. especially Celjabba. It's really helped. :-)

Not another shrubbery 12-22-2013 09:31 AM

Re: Free Action Limit?
 
Quote:

Originally Posted by kirbwarrior (Post 1699100)
I don't remember where it says, but also note that Reflexive abilities still have the general once-per-turn clause, and thus can't turn on if you turned it off during your own turn.

I think this follows from the Powers p154 quote that Celjabba posted.

kirbwarrior 12-22-2013 10:47 AM

Re: Free Action Limit?
 
Quote:

Originally Posted by Not another shrubbery (Post 1699269)
I think this follows from the Powers p154 quote that Celjabba posted.

I had a feeling it did, I wanted to clarify just in case.

starslayer 12-22-2013 11:23 AM

Re: Free Action Limit?
 
I would go with- you get one free action per turn, normally.

However you can get a fast draw skill for the free action to let you do more, just like for fast draw, or rapid shooting for revolvers.

I would also allow players to build combinations for free actions (again tied to an applicable skill roll) that would let them do 2 or 3 different free actions still as a free action in sequence.

Example:
Lets say we have a magic as powers cleric sort. He has the following reflexive (free action) powers:

Bless other +10 HP
Bless other +2 all actions
Bless other Healing 10 HP

Normally at the beginning of each turn our cleric can give one of these boons to one person with no roll required.

The cleric can have 'fast draw: Healing' to be able to give someone healing twice, or heal two people (and potentially more with appropriate penalties on fast draw).

Further the cleric can build a combination of '
+10 HP, +2 to all actions, Heal 10 HP', so that a single roll on the combination allows the cleric to get a target with all 3.

DangerousThing 12-24-2013 06:51 AM

Re: Free Action Limit?
 
Quote:

Originally Posted by starslayer (Post 1699315)
I would go with- you get one free action per turn, normally.

However you can get a fast draw skill for the free action to let you do more, just like for fast draw, or rapid shooting for revolvers.

I would also allow players to build combinations for free actions (again tied to an applicable skill roll) that would let them do 2 or 3 different free actions still as a free action in sequence.

Example:
Lets say we have a magic as powers cleric sort. He has the following reflexive (free action) powers:

Bless other +10 HP
Bless other +2 all actions
Bless other Healing 10 HP

Normally at the beginning of each turn our cleric can give one of these boons to one person with no roll required.

The cleric can have 'fast draw: Healing' to be able to give someone healing twice, or heal two people (and potentially more with appropriate penalties on fast draw).

Further the cleric can build a combination of '
+10 HP, +2 to all actions, Heal 10 HP', so that a single roll on the combination allows the cleric to get a target with all 3.

I wouldn't allow these as a GM, because they are all the same action, "Bless Other."


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