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Old 05-18-2021, 09:08 PM   #17
dataweaver
 
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Join Date: Aug 2004
Default Re: Shapeshifting cost too high by RAW trying to think it out

A relatively simple fix:

Go through the various Limitations, and build up a list of “activation modifiers”: that is, modifiers that make it harder to activate an Ability, and modifiers that allow you to force an Ability to deactivate. Limitations that can force you to activate an Ability or force you to keep it active don't count: it's far too easy to exploit them and/or work around them.

Once you've built that list, allow those limitations to be applied to the racial templates that define each form. The harder it is to assume an Alternate Form, and the easier it is to be forced out of it, the cheaper that form should be. As with the formal Alternate Form rules, you only need to pay for the single most expensive form; but that cost is determined after the activation discount is applied to it.

And it should always be a discount: it should never cost you more points to purchase a template as a form than it would cost to purchase the template on its own. That's why I talked about “activation limitations” and not “activation modifiers”: enhancements never apply to the form costs, only to the “base cost” of 15 points per Alternate Form.

I'd have that discount replace the “pay 90% of the form cost” that the existing write-up includes. It serves the same function of making the form cheaper because you won't always be in that form; but it can go all the way up to -80% if the activation limitations are severe enough, representing a form that you're almost never in.

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So in summary: put together a list of Limitations that you think would be okay to apply to the form costs; then charge 15 points per form plus the cost of the single most expensive form after those Limitations have been applied.
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