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

Quote:
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!

Quote:
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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