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#11 |
Join Date: Jun 2006
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Definitely that. At my table, it's likely to be NO. Including for some "official" versions.
The original point of Alternative Abilities (as Alternative Attacks p.B61) was to give you a price break for having two abilities that did basically the same thing - not that didn't work together (that's most things, you only get to do one thing at a time most of the time, it's an incidental effect, not the source of the cost break), not that had the same source or countermeasures (that's what power modifiers do, and it's not a big price break either) but geniunely did basically the same thing, making the second one not worth much because it didn't add any new abilities. This is the form carried on in other versions of the rule as "Duplicate Advantages", and getting a big price break for those is quite reasonable. Having two ways to do the same thing is genuinely much less than twice as useful as having one. The later builds to allow gigantic price breaks for lots of quite dissimilar abilities have always struck me as both violating the original intent of the rule, and as seriously unfair to players who did buy their powers at normal costs. Take a look at the point difference between your AA build and somebody who took all those powers at full cost, and tell me how he outclasses you. After all somebody with dozens (or hundreds!) of extra points in your area of expertise ought to be able to crush you in a fair contest, right? Can he do that? No? That's a hint your price break isn't fair to him. They're sometimes marginally acceptable, because they are competing more or less directly with the rules for spell systems which are [also] unfair relative to normal powers pricing in much the same way, and that's arguably the case here too, but you'd need to convince me.
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-- MA Lloyd |
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#12 | |
Join Date: Apr 2019
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But if someone is deciding to pay full price for every ability in a world with Sorcerous Empowerment, then I wonder why he's doing that in the first place.... EDIT: I meant Extra Attack 3 (Multi-Strike +20%) [90]. Last edited by JulianLW; 10-14-2022 at 12:11 PM. |
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#13 | |
Join Date: Sep 2004
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#14 |
Join Date: Jun 2006
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Not if you allow anything. This one is actually approaching that fair case - ATR and Extra Attack actually [do] overlap in function, in that they both permit you to do extra things in your turn. Now try it with a different 100 point advantage, say Jumper, and Extra Attack 3 and tell me how you're 72 points worse off for the combination.
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-- MA Lloyd |
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#15 | |
Join Date: Apr 2019
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But some alternative abilities are just different features of the same kind of trait - like ATR and Extra Attack. Extra Attack 3 could be an alternative use of just being really fast, like a racial ability, for example. But if something happened that crippled one of these abilities - like a use of Extra Effort, for example - both would be crippled - without a Power Modifier being involved. |
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#16 | |
Join Date: Apr 2019
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However, the guy who pays full points for Jumper and Extra Attack 3? He can make 4 attacks in one turn and then Jump at -10 (similar to the Blink function of Warp) as a defense. So, yeah. Even in this case, the guy who pays full price for both powers arguably has a really huge advantage over the guy who takes them as alternative abilities. EDIT: Imagine two supers. One has Warp and Extra Attack 3 at full price. The other has Warp and Extra Attack 3 as alternative abilities. The first super easily moves to the center of a group of 4 goons, smacks each one in turn, then Warps away before they can attack him. The second super is going to have to defend against 4 goons or not fight them. Last edited by JulianLW; 10-14-2022 at 01:43 PM. |
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#17 | ||
Join Date: Nov 2008
Location: Yukon, OK
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I saw that lack as a major weakness of the book, every ability at full price makes them pretty expensive.
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#18 | |
Join Date: Apr 2019
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#19 | |
Join Date: Nov 2008
Location: Yukon, OK
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However it also helps make powers competitive with technology where the player just pays cash for abilities. I have used alternative abilities a lot and the point break allows a lot more versatility on a given budget but those drawbacks do tend to come up. Also it lets powers builds have the versatility on a lower budget where a higher budget to allow that versatility can cause other problems such as high attributes and skill levels. So definitely a matter of taste and campaign goals.
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Looking for group in my area My GURPS official contributions Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#20 | |
Join Date: Apr 2019
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Using Alternative Abilities doesn't negate Rule Zero. |
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Tags |
alternative abilities, monster hunter, powers, [mh] |
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