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Old 12-26-2012, 03:10 PM   #13
Bruno
 
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Join Date: Sep 2004
Location: Canada
Default Re: nWoD to GURPS - Changeling the Lost

Special Recharge doesn't include the way to get the energy back. All it does is remove the "innate" recovery of one ER per 10 minutes - you are responsible for buying an ability to recover energy yourself (or equipment based energy recovery, if it exists in your campaign world).

Special Recharge -80% ALSO includes a drain 1/s kicker, which for just a -10% difference seems ridiculously underpriced. All I can imagine is that it was capped at -80% because no enhancements for ER existed and someone sort of reflexively said "GURPS Disads don't provide more than a -80% discount".

I prefer to solve both problems by making special/alternate recharge conditions (that aren't already covered by things like Absorption and Leech) into enhancements on the ER advantage - this provides a route to mechanics that aren't currently possible, and gives a reason to make Special Recharge 2 into a more significant limitation cost (appropriately scaled to the rather notable problem it presents).
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