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#1 |
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Hey, all!
Quick question. Let's say I have the advantage costs 1 FP per 10 seconds on my main power in a group of alternative abilities/attacks/whatevers. I want to make each and every ability fit to this. If I'm using ability A or B or C, I want it to cost me 1 FP per 10 seconds. But I don't want to put the limitation on each ability because then I will be paying 1 FP if I switch to B or C and the 10 second timer restarts. So, I want costs 1 FP per 10 seconds of using A or B or C. Not costs 1 FP per 10 seconds of A and costs 1 FP per 10 seconds of B and costs 1 FP per 10 seconds of C. Thanks!
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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#2 |
Join Date: Jan 2011
Location: Chelyabinsk, Russia
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Isn't that just a feature of such set? Especially if this is Power Modifier.
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MH Setting. Welcome to help. |
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#3 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#4 | |
Join Date: Jun 2006
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That would seem to be the only really tricky case. If that isn't the case then putting costs fatigue on each of them normally seems to cover it. If you can only use one of them at a time, you still put costs fatigue on each one individually, but buy the cheaper two (after modification) as Alternate Abilities of the most expensive.
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#5 |
Join Date: Sep 2007
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That Krommquote explains how to calculate the cost for a Costs FP ability that is actually composed of several base Advantages activated simultaneously.
I think Raekai is asking for a limitation that imposes a constant FP expenditure per unit time that lets you change between any number of distinct abilities, using them sequentially and exclusively (AAs of each other), but without paying FP more than once (per 10 seconds of use of any ability). You just yell "I have the power!" once and pay the FP, and then you're good to use any of your abilities for "free" for the rest of the interval. You could built that as one giant ability with Switchable on everything, and just happen to choose to use Switchable to only activate one at a time, but that seems an expensive and untidy way to get there. Combining an overarching placeholder ability with an AA that contains all the real abilities could also be done, but still seems clumsy to be. What's the limitation that works like the combat fatigue in Basic? Fight all you want, with any mix of attacks and defenses and other maneuvers, and then get assessed one flat FP cost at the end of the fight? You might also want a slightly more restrictive version that has an up-front cost, thus denying you that FP in the fight itself, for extra effort or whatever, as opposed to making you pass out from overexertion when the fight's over. |
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#6 | |
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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That's what I might just go with. Or say the cost of the limitation is only worth half normal a la fast reload stuff.
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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Tags |
advantage, alternate abilities, fatigue, limitations, powers |
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