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Old 03-19-2022, 11:02 AM   #1
the_matrix_walker
 
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Default Alternative Abilities and Uncontrollable

If you have a character with an Alternative Ability array, and they have an Uncontrollable power in that array, can the Uncontrollable ability self-activate when that ability is not the active one in the array?

If so, does this change the active ability for the user?
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Old 03-19-2022, 11:58 AM   #2
Anthony
 
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Default Re: Alternative Abilities and Uncontrollable

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Originally Posted by the_matrix_walker View Post
If you have a character with an Alternative Ability array, and they have an Uncontrollable power in that array, can the Uncontrollable ability self-activate when that ability is not the active one in the array?

If so, does this change the active ability for the user?
I would not permit uncontrollable on alternative abilities unless every power in the array is uncontrollable, in which case which power got used would also be uncontrollable.
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Old 03-19-2022, 02:07 PM   #3
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Default Re: Alternative Abilities and Uncontrollable

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Originally Posted by the_matrix_walker View Post
...can the Uncontrollable ability self-activate when that ability is not the active one in the array?
Technically, I think the answer is 'no'. When one AA is 'off' it is as though it doesn't exist.

Which is why I would not allow it, because having the other AAs gives some measure of control that is not paid for.

Possibly I agree with Anthony about all of them having it, but I'd have to think about it.
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Old 03-19-2022, 04:29 PM   #4
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Default Re: Alternative Abilities and Uncontrollable

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Technically, I think the answer is 'no'. When one AA is 'off' it is as though it doesn't exist.
This is how I've treated it. If they can be used together, even uncontrollably, it's not a good fit for AAs.

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Possibly I agree with Anthony about all of them having it, but I'd have to think about it.
Depending on the ability, I'd suggest all of them have it as well, but I'd only roll for the active ability.
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Old 03-19-2022, 04:31 PM   #5
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Default Re: Alternative Abilities and Uncontrollable

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Depending on the ability, I'd suggest all of them have it as well, but I'd only roll for the active ability.
I would treat which ability is active as itself uncontrollable.

I suppose I could see only partially uncontrollable, but then I'd roll for the inactive abilities and if they triggered, which ability was active would change to that ability.
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Old 03-19-2022, 04:54 PM   #6
David Johnston2
 
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Default Re: Alternative Abilities and Uncontrollable

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Originally Posted by naloth View Post
This is how I've treated it. If they can be used together, even uncontrollably, it's not a good fit for AAs.


Depending on the ability, I'd suggest all of them have it as well, but I'd only roll for the active ability.

Alternative ability packages are really the same ability being used in different ways so there should be one roll for the whole package.

Last edited by David Johnston2; 03-19-2022 at 10:08 PM.
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Old 03-19-2022, 09:51 PM   #7
Plane
 
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Default Re: Alternative Abilities and Uncontrollable

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Originally Posted by Donny Brook View Post
Technically, I think the answer is 'no'. When one AA is 'off' it is as though it doesn't exist.
I don't think that's how it works. I think it exists, but it's switched off, and can't be switched on unless the other ability is off.

IE your ability could still be targeted by Affliction (Negate Advantage) even if you were using it's alternate.

This would also explain why the entire kaboodle can be collectively crippled from either side.

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I would treat which ability is active as itself uncontrollable.

I suppose I could see only partially uncontrollable, but then I'd roll for the inactive abilities and if they triggered, which ability was active would change to that ability.
I think really we should just have taboos when designing this stuff.

Like for example you shouldn't be able to have an "Always On" ability as an "Alternate Ability" because this would make it possible to gain switchability at a lower cost than the enhancement itself by making a cheap ability it's alternate. Especially in the case of some where it's +100% instead of +10% to make something switchable.

Stuff like Uncontrollable or Usually On should be the same thing: these drawbacks shouldn't be erased at potentially a lower cost by just taking an alternate ability.

Similarly, Uncontrollable shouldn't give utility, so for abilities that have maneuver costs to initiate, you should have to pay those, though I'd give a huge discount for stuff like Extra Attack that was only accessible by the unconscious.
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