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Old 11-24-2021, 10:18 PM   #28
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Is Wild Talent a bad deal?

On the topic of modular abilities, the fundamental problem with modular abilities, alternate abilities, and the like, is that utility-based pricing (which is the only reasonable way to price exotic abilities) has to consider 'how often does it come up' and 'when it comes up, how important is it', and modular abilities basically eliminate the first consideration (since you won't allocate points when the ability isn't relevant). This either means modular abilities are either overpowered when applied to abilities that are rarely applicable (but important when they do come up), or underpowered when applied to abilities that are commonly useful, or both.

You can solve this with exemptions where only certain powers are eligible for variable effect frameworks (Champions did this, more or less, with 'special powers'), or by explicitly distinguishing between magnitude and frequency (for example, magic point systems are free to price purely on intensity, because frequency takes care of itself), but there's no really good general solution.
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