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vitruvian 09-01-2009 12:19 PM

Re: Force field questions
 
Quote:

Originally Posted by Not another shrubbery (Post 843694)
I know... You'd have to either require Switchable to be bought separately, or build it into the modifier and adjust the cost accordingly.

I think we're meant to assume that it has been built into the modifiers that do it. For example, if Requires Concentrate without also adding Switchable meant that you were always concentrating on that ability and could never do anything else - like eat, fight, read a book, sleep, etc. - it would surely be worth a lot more. If an Accessibility without also adding Switchable meant that you could never actually go anywhere where the power became unavailable, because it can't be switched off... you see what I mean.

Not another shrubbery 09-01-2009 12:47 PM

Re: Force field questions
 
Quote:

Originally Posted by vitruvian (Post 843727)
I think we're meant to assume that it has been built into the modifiers that do it. For example, if Requires Concentrate without also adding Switchable meant that you were always concentrating on that ability and could never do anything else - like eat, fight, read a book, sleep, etc. - it would surely be worth a lot more. If an Accessibility without also adding Switchable meant that you could never actually go anywhere where the power became unavailable, because it can't be switched off... you see what I mean.

That it hasn't been built into those modifiers is apparent from the fact that they are worth the same whether they are applied to a trait which is already switchable or one that isn't. The argument made for Requires Concentrate could just as easily be used as justification for denying that modifier to non-switchable traits. My thought is that that is actually more fair than giving the non-switchable traits extra functionality for the same discount.

I'm getting a sense of deja-vu... Didn't we go over this before? Maybe in that ATR thread?

naloth 09-01-2009 01:03 PM

Re: Force field questions
 
Quote:

Originally Posted by Not another shrubbery (Post 843734)
My thought is that that is actually more fair than giving the non-switchable traits extra functionality for the same discount.

That feels wrong... Costs 1/Fatigue use would end up being a net enhancement.

vitruvian 09-01-2009 01:12 PM

Re: Force field questions
 
Quote:

Originally Posted by naloth (Post 843741)
That feels wrong... Costs 1/Fatigue use would end up being a net enhancement.

Well, really, I'd argue that just means that Switchable by itself for certain traits, such as DR perhaps, should be +/-0% in the first place.

Mgellis 09-01-2009 08:23 PM

Re: Force field questions
 
In the case of Requires Concentrate or Requires Ready, the relevant text is this:

"Normally, only switchable advantages that would otherwise stay on without an active effort can have these limitations. A passive ability without definite activation conditions (e.g., Empathy) can also take them; if so, it requires the maneuver in question to use" (Powers, p. 112).

Further, under the discussion of what makes something Always On or Switchable, one of the criteria for an Always On ability is that it does NOT have "Active Defense, All-Out, Emergencies Only, Fickle, Reflexive, Requires Attribute Roll, Requires Concentrate or Ready, Switchable, Trigger, Unreliable, or Usually On" (Powers, p. 153).

This suggests that an ability with Requires Concentrate or Requires Ready CANNOT be Always On, and must be Switchable (or Transient) instead.

Interestingly, Costs Fatigue is NOT on the above list, but something like DR with Costs Fatigue might be built as DR 10 (Force field, +20%; Requires Ready, -10%, Costs Fatigue 2, -10%) [50]. The DR is NOT Always On; it requires a moment of preparation to turn it on, but then it stays on as long as you feed it FP...2 FP for the first minute and 1 FP thereafter.

I think this has to be how it works...it doesn't make sense otherwise, and it does appear to be covered in the RAW.

Mark

vitruvian 09-01-2009 08:41 PM

Re: Force field questions
 
Quote:

Originally Posted by Mgellis (Post 843961)
Interestingly, Costs Fatigue is NOT on the above list, but something like DR with Costs Fatigue might be built as DR 10 (Force field, +20%; Requires Ready, -10%, Costs Fatigue 2, -10%) [50]. The DR is NOT Always On; it requires a moment of preparation to turn it on, but then it stays on as long as you feed it FP...2 FP for the first minute and 1 FP thereafter.

I think this has to be how it works...it doesn't make sense otherwise, and it does appear to be covered in the RAW.

Mark

Are you saying that if only Costs Fatigue was taken on the DR, the DR would remain Always On and the character would shortly die from FP and then HP loss?

Mgellis 09-01-2009 09:09 PM

Re: Force field questions
 
Another bit of text that might matter here is that one of the conditions for a Transient ability is if "one of its modifiers...specifies "uses" of finite duration" (Powers, p. 153).

In fact, perhaps the key to this discussion is that the abilities we're talking about are NOT Switchable...they're TRANSIENT.

Look at it this way...Switchable is an enhancement because have a tremendous amount of control over how long the ability stays on. Yes, if you're knocked out, it goes off. But normally, you can turn on the ability and even forget about it stays on as long as you like. But Requires Concentrate usually means you can only keep the ability on for a few seconds or a few minutes. Then it turns off whether you want it to or not. Same thing with Costs Fatigue. Each use (which costs a certain amount of FP) lasts one minute (or one second)--a use of finite duration. (Same thing for Requires Concentrate...each "use" has a finite duration of one second.)

So you would actually NOT build DR with Switchable...it shouldn't be Switchable because it's either always on OR normally off and only turned on for a little while (Active Defense, etc.).

I suppose we should get a ruling on this from Kromm or someone, though. And then it should go in the FAQ, since the issue does seem to keep popping up.

Mark

Mgellis 09-01-2009 09:13 PM

Re: Force field questions
 
Quote:

Originally Posted by vitruvian (Post 843967)
Are you saying that if only Costs Fatigue was taken on the DR, the DR would remain Always On and the character would shortly die from FP and then HP loss?

We must have posted at the same time...I think the solution might be that any ability with Costs Fatigue CANNOT be Always On and must be either Switchable or Transient. If it is already switchable (like Alternate Form) then Costs Fatigue limits how long it stays Switchable. If it's a passive ability like DR, Costs Fatigue makes it a Transient ability because you can only keep it on for a while and then it shuts off automatically...if nothing else, you'll pass out and that shuts it off.

You don't have DR, Switchable, Active Defense...you just have DR, Active Defense. So I think DR, Costs Fatigue or DR, Requires Concentrate would work the same way.

Mark

Erik_Nielsen 09-01-2009 11:15 PM

Re: Force field questions
 
Quote:

Originally Posted by Mgellis (Post 843977)
I suppose we should get a ruling on this from Kromm or someone, though. And then it should go in the FAQ, since the issue does seem to keep popping up.

Fire up the old Way Back Machine, Sherman, and travel with me to the ancient times of 2007, when Kromm said:

Quote:

Originally Posted by Kromm
Damage Resistance is normally "always on," per the first paragraph of Turning Advantages Off and On (p. B34). It has no crippling bulk or appearance issues by default, so "it never inconveniences you."

There's little value to being able to switch DR on and off. You must still add Switchable, +10% if you wish to do that, though. Presumably, if you want such a feature, you have ways of making it useful. You can balance that cost with Nuisance Effect and so on to get DR at +0% that's funny-looking or bulky when on, out of the way when off. This isn't a net drawback, because once again, it has its uses. If nothing else, it's really annoying to have to subtract DR from the HT rolls for beneficial Afflictions, or to turn aside hypodermics when you need to be immunized against plagues!

Finally, you can take limitations that shut down or reduce the availability of your DR. These are most often such things as Accessibility and Uncontrollable. If you have a drawback like that, then you don't need Switchable as well.

One imagines that Enhancements and Limitations like "Active Defense, All-Out, Emergencies Only, Fickle, Reflexive, Requires Attribute Roll, Requires Concentrate or Ready, ... Trigger, Unreliable, or Usually On" would also do the trick.

Mgellis 09-02-2009 08:03 AM

Re: Force field questions
 
Quote:

Originally Posted by Erik_Nielsen (Post 844032)
Fire up the old Way Back Machine, Sherman, and travel with me to the ancient times of 2007, when Kromm said:



One imagines that Enhancements and Limitations like "Active Defense, All-Out, Emergencies Only, Fickle, Reflexive, Requires Attribute Roll, Requires Concentrate or Ready, ... Trigger, Unreliable, or Usually On" would also do the trick.

Thanks for posting this. I think it answers the question.

I think this should be added to the FAQ, since the question keeps coming up every once in a while.


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