"1/2 as effective against X" Limitation and Player Controlled Allies
Is there a RAW legal way of having a limitation for making an ability that is only half as effective against a certain category of targets? What about 1/4, or even an enhancement that makes it x2 or x4 more effective? I'm thinking primarily in terms of using it to modify Injury inflicted, and I know I could give all the targets the appropriate advantages and disadvantages to simulate this, but assume this is not desirable.
If all Player Characters have certain kinds of Allies which are Player controlled but not Player Character controlled, should this simply not be paid for in Character Points but be a campaign switch? |
Re: "1/2 as effective against X" Limitation and Player Controlled Allies
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You can certainly make up a single name for a category and give it a value so that you can reuse it. malloyd outlined the procedure to estimating the value the new Limitation ought to have. An ability that does half damage half of the time would have full price for half of the levels, and a (say) -20% Accessibility limitation on half of the levels, which works out to -10% for the full price of all the levels. Once you're happy with the value, just name it and apply it to other abilities. You don't have to actually work the procedure for each individual ability.
Note that combining several categories into one Accessibility isn't done by adding the separate limitations, because the Accessibility scale isn't linear. You'd add the probabilities of being useful first, then check that result on the Accessibility scale. An ability that does double damage versus a category is the same thing as an ability with twice the damage, but with half of the levels limited as "Only Versus Category". Just switch your point of view around from "double damage versus category" to "half damage versus not category". As for the second question, it's common enough to games to have campaign advantages that are simply assigned to all players without paying for them. You can either ignore the cost, or just bump the campaign starting total to have extra points to cover the required campaign advantages, to suit your taste. CP totals are a relative measure, so either way works. |
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So lets say there's 18 categories. Category X is twice as effective against 3 out of 18 of those categories, but is only half as effective against 7 out of 18 of those categories. This works out to being overall useful roughly 20% of the time, so Category X would be a -30% modifier. Did I get that right? |
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3d Crushing [15] + 3d More Crushing (11/18 categories only -15%) [14.25] + 6d More Crushing (3/18 categories only -35%) [19.5] for a total cost of [48.75], which rounds up to [49] EDIT: Note that these modifier percentages are based on the notes for Accessability in Powers. |
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From the discussion of damage types and Allies this sounds like GURPS Pokemon
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I intentionally omitted the subject matter hoping it would therefore attract more replies and thus not deter others from commenting due to either not knowing much about Pokemon or simply disliking it. My ruse would seem to be up though. ^_^ |
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My concern with elemental rock-paper-scissors is that it tends to work best with games that have piles of hit points: If you have 100 HP and I deal 10 damage, then it will take me 10 turns to defeat you, unless I use an attack that you're weak against, in which case it'll take me 5 turns. There's a sort of calculus that you can balance your critters around.
But GURPS doesn't work like that. If I have 10 HP, and you deal 10 damage, then it doesn't really matter to me if I'm vulnerable to it or not, I'm going to try to not get hit either way, so either way, I try not to get hit. If I had a DR against certain attacks, then suddenly that changes: If I am strong against your attack, I might not bother to defend and I might just AoA instead. Or, what if all the characters in your game had "Higher Purpose (Elemental Affinity)" that gave them a bonus against certain characters. In fact, if this all balances out, why not make it a feature? If Earth characters get +1 vs Water characters and a -1 vs Wood characters, then it's pretty much a wash, and they just have that affinity, and you don't worry about the cost. In any case, by making it a flat modifier, then it impacts my ability to fight, not just my ability to inflict damage. |
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Unfortunately, not all Types are equal. For example the Bug Type has weaknesses to the 3 most offensively powerful Types, is resisted by 7 other types, has so-so resistances, and is only advantageous against 3 Types which usually have a means of countering the Bug Type anyways. Besides how their Type effectiveness, they're generally an overall weak bunch... then there's the Dragon Type. We won't talk about the Dragons. |
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An idea that came to me just now that would make these modifiers more appropriate is if they were also Power Modifiers. Pokemon within their given Types generally have common powers in that they share, aka "Moves/Abilities" that they learn or innately have. I think with the method previously mentioned for figuring the modifiers would work just fine for this.
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... *facepalm* I think I'm now just understanding this. So basically, if I have a Pokemon with Water Type Meta Trait, and then also a Rock Type Meta Trait, they just mesh accordingly. Am I understanding now? This is actually a lot simpler, you're right. So I can just hash together the 18 Meta Traits... and -0% Type modifiers on abilities so they interact with the Meta Traits. |
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The other advantage of using Meta-Traits instead of modifiers on attacks is that you can then consider non-IA damage sources to be typed. Thus, if your grass pokemon gets burnt in a mundane bonfire, you can consider it weak to it without worrying about whether you're jipping it. Note that you don't neccesarily have to do this. It's up to you as GM whether non-pokemon damage counts as typed, but this system allows it.
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