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Old 02-18-2020, 01:21 AM   #7
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Default Re: About Draining disadvantage for fatigue

Originally Posted by Christopher R. Rice View Post
First, to make Draining work on FP you could borrow the limitation from Weakness for Fatigue Only. That's -50%. In GURPS Proper substituting FP for an ER is generally a -0% trait. So "ER Only" would be worth -50% on Draining

I'd half the base cost for 1 HP/FP/ER and increase it by 50% for 3 points instead of 2.
Yes, I think it's good solution. Thanks!

Originally Posted by Christopher R. Rice View Post
Yes. But it's complicated. You'd need to use a mitigator on the disadvantage itself. Then figure out when that disadvantage comes into effect. If you gain the disadvantage at 1/2 ER gone then it's worth -40% as a limitation, if it's at 0 ER gone then it's worth -60%.
It's interesting and relatively easy to module. But how exactly did you got those numbers? If it's Mitigator (must have ER), it's -60% I suppose. If ER have Special recharge, it becomes -50% (-60%+10% for getting only from special case). It's for disadvantage for having 0 ER. But how you even got -40% for 1/2 ER? I don'r see any possibility for getting -40%. If you just got it intuitively then it looks fine to me. But then what if I want another number? It's better to have some kind of formula or table. And there may be even such special cases as "When ER is less then *some number*-Will/2", for example.
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