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#31 | |
Join Date: Aug 2018
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Using "I'm taking mental at 1/5 to avoid paying the extra +50%" is pretty sneaky though =/ Usually it wouldn't SEEM to be a problem since modular abilities tend to be slower and more expensive, except in this case of trying to avoid taking +100% by taking +50% and then 1/5 cost on +0% |
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#32 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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So a while back I was building a suite of mind control powers for dreadstormers (I was trying to set expectations and streamline character building) and I ran into this with mind control: it was cheaper to take slow and steady permanent brainwashing and a suggestion version of mind control as alternate abilities of each other. This saved a lot of points, and made me a bit nervous for the reasons you list above. So I made a thread. Its item #2. I ended up allowing it. Alternative abilities reduces the cost of abilities overall, especially the cost of related abilities that do slightly different things. That's what its made for. Looking at the psionic powers book, taking those abilities as alternatives to each other regardless of their base is by far the simplest way to run things. In fact, different limitation sets on one advantage is perhaps the most appropriate way to use alternate advantages. Yes, it makes things cheaper, but if you don't want your powers to be a bit cheaper, why are you allowing alternative abilities in the first place? its very much an optional rule, its just that powers tend to be a bit expensive, especially when you can't use them at the same time... and that's certainly true of modular abilities.
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#33 |
Join Date: Nov 2016
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Donny did you change the ability after the discussion?
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#34 |
Join Date: Aug 2014
Location: Snoopy's basement
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I considered Christopher Rice's suggestion, but since I don't need Physical to cover skills, I decided to just go with the straight up mental version I wrote up without having the Alternative to cover physical. So much cheaper! We'll see what the GM says.
I think you may be thinking of Limited Use. There's no text in Takes Recharge that mentions a 1 minute time-frame. |
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#35 |
Join Date: Jun 2013
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Odd - both of the other traits that change a continuous-use ability into one that has distinct "uses" (Costs Fatigue and Limited Use) have it reduce to 1 minute per use, but Takes Recharge indeed does not. However, the language indicates that, if an ability takes a while per "use," Takes Recharge is instead a multiple of the time the ability took - although this may use the time required to activate the ability, not how long the ability was active, as the language is unclear.
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alternative abilities, modular abilities |
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