View Single Post
Old 01-06-2022, 10:14 AM   #47
Varyon
 
Join Date: Jun 2013
Default Re: should there actually be "indestructible" weapons?

Quote:
Originally Posted by naloth View Post
You're implying that any limitation that doesn't come up at least 10 times a day should be worth 0%, which isn't how limitations are priced.
It is, however, exactly how Limited Use is priced. Honestly, Limited Use, 10/day, Fast Reload would probably be more restrictive than how Corsair's power has been described in this thread... but the Limited Use/Takes Recharge/Costs FP/Maximum Duration family of Limitations have some weird prices between them (IIRC, being able to use something for up to a minute, then having to wait 5 minutes before it can be used again, is more of a Limitation than only being able to use it for 2 minutes in an entire day - that is, Maximum Duration, 1 minutes, is worth more than Limited Use, 2/day).

Quote:
Originally Posted by naloth View Post
1) Cleric gets to use healing 1/day. His power refreshes each morning. Limited Use 1/day
Sounds about right.

Quote:
Originally Posted by naloth View Post
2) Cleric gets to use healing, but then must pray (reload) his charge. Limited Use 1/slow reload.
Preparation Required is probably more appropriate here. Slow Reload requires that the character purchase and carry ammunition (the cost and weight of which is set by the GM). If the Cleric has to consume a holy wafer, burn a special (short) candle, or similar during his prayer, Slow Reload should work fine. Note that with Slow Reload the character may not be able to be deprived of the power's current charge (but may well be able to be - the above examples for the Cleric can't be deprived, but if you're talking about putting bullets in an integral weapon or similar, the bullets can probably be removed without damaging the character), while with Preparation Required he/she certainly cannot be.

Quote:
Originally Posted by naloth View Post
#4 qualifies as a gadget in any world where you can't buy or normally make healing rods. It's equipment that can be taken from the character and needs to be replaced. The rules on spares are somewhat lacking, but otherwise it's just normal gadget rules.
Now that I think further on it, having a full spare gadget may require you to buy the ability again, at 1/5th cost. I believe Chinese Elemental Powers introduced the idea of having a "backup" of your ability at 1/5th cost, and that's exactly what this is. So, if you have an ability with Gadget, you need to buy it again at 1/5th cost for each spare you can carry at a time. If you don't, you're required to only have one on you at a time, although you could certainly carry around spare parts in case you need to do repairs in the field. If you do, you can have up to that many. This seems the most fair way to handle things - and if you reach the point where you've paid enough for the extra gadgets to negate the Limitations, the GM should change things to something like a -5% Nuisance Effect and allow you to carry as many of the things as you want at a time.

Under the above proposition, backups that you keep at your base may be available at a further reduced cost - perhaps half, so those are at net 1/10th price. I'd let you mix and match freely - a character could pay 2/5ths again the price of the Gadget, and then can carry two backups with him, keep four backups back at base, or carry one backup with him and keep two more back at base... and can switch freely when at base (if this requires you to lose a backup, you can have it suffer an unfortunate accident, have the character discover it's actually faulty and won't work, or whatever).
__________________
GURPS Overhaul
Varyon is online now   Reply With Quote