Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 04-06-2011, 12:16 PM   #31
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Different Regeneration Rates

Quote:
Originally Posted by JCurwen3 View Post
Thanks! And yeah, that would seem to indicate Reduced Time's acceptability on Regeneration, as the most RAW way to extend it.
No, it's RA house ruled by Kromm. Reduced time affects the time required to turn a power on/off. In any case, it's obviously unbalanced if you allow large numbers of levels -- you could get regeneration 1/sec for 42 points (Slow Regen, Reduced Time 16). Cap it at 5 levels and don't allow it on Slow and it works but has the oddity that 1/2 minutes (Regular Regen, RT 5) costs the same as 1/minute (Fast Regen), and the same for 1/2 sec vs 1/sec.
Anthony is offline   Reply With Quote
Old 04-06-2011, 12:37 PM   #32
JCurwen3
 
JCurwen3's Avatar
 
Join Date: Dec 2007
Location: Brooklyn, NY
Default Re: Different Regeneration Rates

Quote:
Originally Posted by Anthony View Post
No, it's RA house ruled by Kromm. Reduced time affects the time required to turn a power on/off. In any case, it's obviously unbalanced if you allow large numbers of levels -- you could get regeneration 1/sec for 42 points (Slow Regen, Reduced Time 16). Cap it at 5 levels and don't allow it on Slow and it works but has the oddity that 1/2 minutes (Regular Regen, RT 5) costs the same as 1/minute (Fast Regen), and the same for 1/2 sec vs 1/sec.
You're right, allowing large numbers of levels of Reduced Time arbitrarily would, indeed, be unbalanced or lead to nonsensical results. But as long as you rule that you can only take Reduced Time levels on the named Regen levels as long as the results don't result in cheaper or more expensive "conflicts" with the other levels, I think it works really well.
__________________
-JC
JCurwen3 is offline   Reply With Quote
Old 04-06-2011, 12:45 PM   #33
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Different Regeneration Rates

Quote:
Originally Posted by JCurwen3 View Post
But as long as you rule that you can only take Reduced Time levels on the named Regen levels as long as the results don't result in cheaper or more expensive "conflicts" with the other levels, I think it works really well.
It works moderately well -- as I noted, 1/2 minutes winds up costing 50 (same as 1/minute), and 1/2 seconds winds up costing 100 (same as 1/second). However, I'm failing to see the benefit over just creating a new table, 'by misusing an advantage I can achieve results that are almost as good as using a house rule' hardly seems worth doing.
Anthony is offline   Reply With Quote
Reply

Tags
q&a

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:00 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.