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Old 03-03-2021, 08:34 AM   #5
Varyon
 
Join Date: Jun 2013
Default Re: Extending One Use Only

Quote:
Originally Posted by kirbwarrior View Post
PK did something similar for enchantments. And due to the way the curve works, you eventually hit a point where the difference between 'finite' and 'infinite' is small enough the point difference isn't worth it. To break down some examples;

2 uses for 2/6 or 1/3? Sure, seems fine.
4 uses for 4/8 or half the price? Already I'm not sure it's worth it.
20 uses for 20/24 or 5/6 price? Maybe it's worth it, but I'd rather just spend those last 1/6pts to buy off worries.
46 uses of a super power "block" (normally 50pts)? Yeah, I'd rather spend those 4pts to get it always.

Reverse engineering Extra Life with this does sound nice, though.
Allowing players to purchase One Use Only versions of abilities in play (as many GM's allow for Extra Life) and upgrade the number of uses over time could be an interesting way to have a character build up to having the ability in full. For example, say a fire super wants to do an extra-powerful blast, so he buys (and immediately uses) a One Use Only 10d burn Innate Attack for [10]. The next time he wants to use it, it costs [7] (for Two Use Only, which is [17] but you've already paid [10] of that), the next time it costs [5], then [3], [3], [2], and so forth, slowly reducing in price for each additional use. You'll eventually (in this case, starting with use #13) get to the point where investing [1] more gets you several more uses, and finally (in this case, for use #197) the GURPS rounding conventions result in reaching full price, at which point the character has the ability outright.
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