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#11 |
Join Date: Feb 2016
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Preperation Required should probably lean more towards one use or one hour. This would make sense for advantages like Regeneration (Regular) with Preparation Required useful, which would be useless if it only lasted one minute.
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#12 | |
Join Date: Oct 2007
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#13 | ||
Join Date: Sep 2007
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In that case, Powers 153 ("Turning Abilities Off and On") would be the RAW answer. To be Always On, an ability has to meet several conditions. I think the important one here is case 2, Quote:
The box of defaults on B101 would give the ability a 10-second duration, since it's otherwise unspecified. But I'd take the one-minute duration from Limited Use (B112). 10 seconds is a little spicier for combat abilities, as it gives you the specter of the ability running down if the combat is long, but often one activation is enough for the whole fight. One minute is effective infinity in combat time, or mostly "one action" when you're in narrative time where the actions players declare are much longer and broader.) |
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#14 |
Join Date: Feb 2016
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The defaults are for the default duration of advantages. Advantages like DR and Regeneration do not have a duration, so the default would not apply. If it was 10 seconds, it would make more sense to give a normally passive advantage Switchable (+10%) and Maximum Duration, 10 seconds, -75%, for a net -65%, rather than Preparation Required (One minute; -20%).
Last edited by AlexanderHowl; 10-23-2019 at 07:11 AM. |
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#15 | |
Join Date: Aug 2018
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#16 |
Join Date: Sep 2007
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I'm not sure I understand the question. We were just talking about the duration of an ability with Prep Required once it's activated, assuming that the base Advantage is Always On (thus infinite duration, if you want to look at it that way).
The various times are most often specified in the specific rules for the Advantages and modifiers. There's not a global rule (as far as I know) or a formal list of a range of times (10s / 60s / 10m) -- though there's Extended Duration and Reduced Duration to construct whatever time you want. For instance, Afflictions of a switchable Advantage specify that they're on for one minute per point of failure of the HT roll to resist. Limited Use specifies that abilities with that Limitation activate for one minute per use. Preparation Required (B114) doesn't actually say how long an ability with that Limitation lasts once it's activated. Maximum Duration has its own scale (applied to Switchable abilities that would otherwise be Always On), but that's an extra Limitation. AlexanderHowl's point was that the text for defaults on B101 applies to "Advantages", strictly speaking, and so may be irrelevant once you've built an ability out of them. There's a grey zone here. Possible choices include: - Prep Required doesn't affect the duration of an ability. If it's Always On, once you prep it and activate it, it might stay on forever if you choose never to prep another ability. If nothing says otherwise, why assume there's a limit? - Prep Required does affect duration of activation, like so many similar Limitations. It doesn't have its own rule (like all those other relatives do), and so the base Advantage duration in the ability is covered by the B112 text, for lack of any more specific value. - Prep Required includes a duration limit, like Limited Use -- say, one minute, as that's what Limited Use says. This assumption is more harmonious with existing similar modifiers, but it's not official (AFAIK). My brain keeps telling me there's a rule for a default of one minute for activations, but I didn't see that in Powers when I was looking while writing my previous post. Attacks are a little different. They're "Transient", which means that their effect is instantaneous. They go bang or whoosh or poof or whatever, without a relevant duration during the turn. It does normally take time to make that attack, typically with a Ready or Concentrate Maneuver, after which the effect just instantly happens. But that's not the same as the duration of the effect, rather the time to activate (sort of like Immediate Prep Required). If that attack is to Afflict Something Bad, then Something Bad would have that margin-of-failure-in-minutes duration I mentioned in the first paragraph. Other attacks would have other durations. Last edited by Anaraxes; 10-23-2019 at 07:54 PM. |
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#17 | ||||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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For Afflictions, Prep Req wouldn't limit how long the Affliction lasted, but you wouldn't be able to Afflict anyone else until you prepped another use of the ability. |
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#18 |
Join Date: Sep 2007
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#19 | |||||||
Join Date: Aug 2018
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As I understand, if you have an advantage continual effect like Flight, Talent and Damage Resistance, it will last indefinitely after being activated I see Damage Resistance and DR as always-on by default but I'm not entirely sure about Flight... I guess if it was Flight (Winged) I would see the point (buying switchable to make the wings vanish?) but I'm wondering, for basic Flight is there actually any passive effect of having that advantage which applies when not actively choosing to fly? Quote:
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That gets blurry where you interpret the attacker as getting to control how the advantage works though, but I think generally that's supposed to be an instantaneous choice ("I choose where you Warp to ONCE, but then I can't keep warping you around for the next minute") rather than a prolonged one... but if it was prolonged then control should perhaps expire after 1 minute rather than MoF minutes? Quote:
In the case of having a "Power" enchantment, if it covers maintenance cost then you pay to switch it on, and it will remain on indefinitely as long as you are conscious, but turns off once you're no longer conscious.... To actually have it remain active while unconscious is a whole other requirement, where "Power" also has to be able to afford the activation cost too. In the sense of advantages, maybe a "use" of the power could be tied into requiring its user to be conscious? I can't remember if that's a 0-point feature. DR that shuts off automatically when unconscious would be great if someone is trying to kill you after knocking you out, but less great if someone needed to inject you with a life-saving drug and the needle can't penetrate your iron skin. Quote:
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My brain keeps telling me there's a rule for a default of one minute for activations, but I didn't see that in Powers when I was looking while writing my previous post. Quote:
That weirdly, might actually turn out to be cheaper+better than taking Limited Use on Innate Attack directly. |
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Tags |
basic, limitation, preparation required |
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