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#1 |
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Join Date: Oct 2009
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When you use modular abilities, can you take Limited Use limitations on the advantages you take? It seems unbalanced. For example take my 300/-150 super, Universal Man: He has 50 points in a basic build and a high Innate Attack skill, and 400 points in Cosmic Pool 20 (Physical and Mental). So suppose he faces the mighty mage Kazmoto, and Kazmoto starts charging a Lighting spell. Universal Man concentrates for 1 second and puts 20 points into DR (Ablative, Magic Electricity, any other useful limitations). After the mage fires, burning a huge amount of FP and probably inflicting only minor damage, Univeral Man thinks up an Innate Attack (Toxic, 1 Use Only): 25d ftw! This is effectively making Takes Preparation (1 second) a -80% limitation. Is this the rules? Does it need a explicit GM ban? Or am I missing something?
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#2 |
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Join Date: Nov 2008
Location: Yukon, OK
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It wasnt specifically listed as a ban from anything I read but I consider limited use to affect the whole power/modular ability not just waht you bought.
So if you limit use on MA then it ties up those points for the day. |
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#3 |
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Join Date: Sep 2007
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It's legal to modify either the power that goes into the slot, or the MA as a whole. The two methods give you somewhat different feel in play. (Either "I've burned my power for the day" or "I've burned my power until I can reconfigure".)
See the rules under MA about reconfiguring your "slots". As I recall*, the change on a whim, anything you like at the moment method is Cosmic mod that makes the slot cost 10 times as much as just buying that power would be. Buying a power for the slot as One Use Only (1/5th cost) means you're still paying twice as much for it. UM's DR is only going to stop half of Dedicated Lightning Mage's attack. UM is flexible, but weak for the point cost. *IDHMBWM |
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#4 |
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Join Date: Sep 2004
Location: Canada
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If you configure Modular Abilities into something bought with Limited Use or Takes Recharge or another limitation that "knocks your power offline" for a time, the points you assigned into that ability are "offline". You may or may not be able to reconfigure them before they come "online" again (GMs call), but you can't USE them until the next day (for Limited Use) or whatever the Recharge period is.
The alternative is to forbid it on the configured advantage entirely, which is also fair and has the advantage of simpler book-keeping.
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#5 |
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Join Date: Aug 2007
Location: Vermont, USA
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Would you apply the same rule to inherently limited advantages like Luck? If you allocate Luck and use it, you can't reallocate the points assigned to it until an hour has passed?
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#6 |
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Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
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Is there any way, without breaking the system, to create an Enhancement for Modular Abilities (Cosmic Power) that allows a character to "add" points to their Cosmic pool by buying Disadvantages? Not just any Disadvantage, but specifically those that apply constantly rather than having a periodic trigger: ie, One Arm or Blindness, but not Draining.
First I thought +100% for a Cosmic enhancement would be OK, but that seems very under-costed. If all the Disadvantages I thought would be acceptable were added up, attached to the character, and then countered by giving them enough Cosmic Power points to buy off those Disads whenever they like, then I get over 600 modular pts, not including the modular points that let you buy Advantages! |
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#7 | |
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Join Date: Oct 2009
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Quote:
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#8 | |
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Join Date: Oct 2009
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Quote:
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| Tags |
| cosmic power |
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