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#11 | |
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Join Date: Dec 2007
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Geez why bother? Why not just get Regeneration with Temporary Disadvantage? It would mean that when-ever you were injured, you have the Temporary Disadvantage until you reach full health. |
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#12 | |
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Join Date: Jul 2008
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Of course, it also probably isn't switchable at all without some modification. Which would make it ineligible for Temporary Disadvantages.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#13 |
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Join Date: Jun 2006
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It's a temporary disadvantage that switches on for a definite period after the advantage it is on switches off (base form is half the value of the temp disad limitation gives a duration of 10 minutes or however long the advantage was on, whichever is longer). Seems like a model pretty close to what you want here that would do for inspiration. It's originally from Bio-Tech.
Personally I'd just write up the exact effect desired, eyeball the cost and offer that to the player, but if you are determined to try to build it that might be a place to start.
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-- MA Lloyd |
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#14 |
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Join Date: Dec 2007
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Why would that make ineligible for Temporary Disadvantage? Seems to me that "Sessile when injured" works just fine.
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#15 | |
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Join Date: Jul 2008
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It would make it ineligible because Temporary Disadvantage specifies that the disadvantage has to take time to switch on and off. Probably for exactly the reason seen in this thread...
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#16 | ||||
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Join Date: Oct 2010
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At the same page of Bio-Tech, as "Aftermath" (215): "Temporary Disadvantage An advantage that is not normally switchable, but was given Costs Fatigue (p. B111), Emergencies Only (p. B112), Limited Use (p. B112), or Trigger (p. B115) can be given this limitation." The only question is: "How much Trigger: injurity" will cost for a regeneration? Probably not -15%, as said in Powers, but I can't decide how many. +0%, may be? Just because it's strange to regenerate while there is nothing to regenerate... |
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#17 |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Have you reread the essay on switchable in GURPS Powers?
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#18 |
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Join Date: Oct 2010
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Yes, but it didn't help much. Unmodified regeneration is certainly an "Always On" ability, and unless I add a temporary disadvantage, there is no actual difference. But it easy to make Regeneration NOT an "Always On" ability by adding "Trigger: injurity".
GURPS Powers, page 106: "Injury is an entirely valid Trigger." So, if regeneration has a trigger, Bio-Tech clearly states that it can have temporary disadvantages. GURPS Bio-Tech, page 215: "Temporary Disadvantage An advantage that is not normally switchable, but was given Costs Fatigue (p. B111), Emergencies Only (p. B112), Limited Use (p. B112), or Trigger (p. B115) can be given this limitation." Now the only question left is: how much should "Trigger: injurity" cost. It's definitely not a -15% limitation as written in Powers, because regeneration is useless without injurity anyway (well, actually there are cases when it is useful, like healing FP, radiation or DR, but I'm talking about simple HP-only case). I don't know if "Trigger: Injurity +0%" is a fair price. It seems logical, like "If you has nothing to regenerate, no regeneration process happens inside your body, and thus you suffer no penalties for toxication, pain, fewer etc. caused by that regeneration". But I'm still in doubt. |
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#19 | |
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Join Date: Jan 2010
Location: Los Angeles County
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WHAT IS HAPPENING, MY MIND! (I may need to buy Powers) |
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