12-24-2005, 10:10 PM | #21 | |||||
Join Date: Sep 2004
|
Re: Cosmic Pools for "Super Gadgeteers"
Quote:
Quote:
Specifically Takes Extra Time says: "You can only apply this limitation to abilities that require time to activate and that work fast enough to be useful in an emergency (e.g., combat)." Gadgeteering doesn't, and anything requiring minutes doesn't. Quote:
Quote:
The way you're using Preparation Required is inheriently much less of a limitation on Modular Abilities than on other advantages. For example, Preparation Required on DR would only be useful it it clicks off after a while. You're imposing no such restriction on Modular Abilities. Furthermore, other uses require you to prep a single use on a single advantage even if there are multiple ways you use that prep time. Say a character can prep DR, ST, and Flight by mediation. Normally you would have to choose. You're implying if you bought them through a modular pool you can choose between the three with a single meditation. That's quite an advantage. Sure you can consider Modular Abilities an ability that you use by swapping points around, but that's really a meta-gaming approach that isn't balanced with how other abilities interact with that limitation. OTOH, I consider Modular Abilities an undetermined pool of abilities that you can choose from. Under that view it's simple to see why you actually be prep'ing the ability you are going to use instead of just points. I'ld suggest that most game views agree. Gadgeteers work on an invention, not just a collection of bits and pieces they can throw together to do anything at the last second. Quote:
My main point, however, is that you're using "Takes Extra Time" in way that it's not intended or balanced. |
|||||
12-25-2005, 02:03 AM | #22 | ||||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
|
Re: Cosmic Pools for "Super Gadgeteers"
Quote:
That's like saying, "You can't add 10 levels of Takes Extra Time to Innate Attack, because then you're adding Takes Extra Time to an ability that doesn't work fast enough to be useful in combat." Cosmic Pool normally takes one second to use. That's certainly fast enough to be used in combat. The only reason this takes 5d minutes is because I added Takes Extra Time! Honestly, that's like me writing up an ability as "Water Hose -- Crushing Attack 5d (No Wounding, -50%; Accessibility, Must be touching a hydrant, -30%)" and you saying it's not valid to put that Accessibility on there since the attack already requires that you be touching a hydrant. Quote:
Quote:
Quote:
You're trying to say that it's not kosher to use Takes Extra Time to make a nearly-instant ability take extra time. That's just ludicrous -- unless I'm completely misunderstanding you, which I certainly hope is the case.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
||||
12-25-2005, 12:55 PM | #23 | |||||
Join Date: Sep 2004
|
Re: Cosmic Pools for "Super Gadgeteers"
First of all, let me say that this is a quibble, and probably a difference of play style. It's not a major stumbling block, it's more of an opportunity to arrive at a price that feels fair to me.
Quote:
I further this by looking at other limitations that are priced for use in combat type situations and out. Consider Takes Recharge: 5 sec -10%, Takes 15 sec -20%, Takes an hour -30%. Longer - see limited use. One level is reasonable for combat, two possible, and the third a lot longer. I'ld suggest that's the difference between pricing for combat time and "ok, you spend an hour doing something" time. If "Takes Extra Time" was intended to represent any level of time extra time consumed outside of combat type situations then there would be no need to suggest that it's only appropriate for abilities that you would be using in combat. Quote:
Quote:
Quote:
Cost bias of 3 abilities taking w/"prep required" is close to what it would take to use Modular Abilities at -80%. It's certainly not hard to do with 4 abilities. Quote:
You're using Takes Extra Time to convert combat type abilties into extended time tasks and reaping enormous limitations on it in the process. A lot of other abilities that normally take a single turn can easily be reduced to 1/5 their normal cost by simply adding 4 minutes of usage time... Last edited by naloth; 12-25-2005 at 09:11 PM. |
|||||
12-27-2005, 02:39 PM | #24 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
|
Re: Cosmic Pools for "Super Gadgeteers"
Quote:
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
|
12-27-2005, 07:29 PM | #25 | |
Join Date: Sep 2004
|
Re: Cosmic Pools for "Super Gadgeteers"
Quote:
|
|
11-13-2007, 01:06 AM | #26 |
Join Date: Oct 2007
|
Re: Cosmic Pools for "Super Gadgeteers"
REV...when i first read this, i disliked this setup for a gadget type guy i was making...but the more i understand about what advantages are around, how things, work, and develope the character...the more i think this might be really apprpiate for my guy. at least something similar. a few questions for you though...
Base assumtions = MA: cosmic ( gadget pool ) of 20pts to arrange, physical only...this differes a bit from your origional which had mental and physical. ( i am curious about the reasoning to keep mental? 1- How do you " arrange" a smoke bomb, which is basicallt disposable? 2- If the super gadget you make from the pool is breakable, and it does get broken, how do you regain access to the pool, to make another gadget? 3- How long to said super gadgets last? 4-If i made super speed boots, but they get stolen...can i just make a trek back to my high tech lab, buy some parts and widgets, spend some time, and gain use of my pool again, and if so, what would happen to the stolen boots from earlier?? kinda tramples on Q2 and 3 5-can these rules be applied to potions if you also an alchemist? 6-In a fantasy world...would a quick gadgeteer be able to use a portable engineer kit, a table, and the contents of a basic house < you might have broken into to avoid being cought by law enforcement> to super gadget an escape device in your opinion? Thanks Izaegraa |
11-13-2007, 01:24 AM | #27 | ||||||||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
|
Re: Cosmic Pools for "Super Gadgeteers"
Quote:
http://www.mygurps.com/r_gadgetpool.html Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
||||||||
11-13-2007, 04:03 AM | #28 |
Join Date: Jan 2007
|
Re: Cosmic Pools for "Super Gadgeteers"
I've used several variations on this ability in my campaign; I don't always use all of the limitations on this build, but I've used each in at least one build.
FWIW, I decide whether my supergadgeteer character uses Preparation Required or Takes Extra Time based on precisely the consideration RPK suggested -- i.e., whether the character can decide what gadget s/he has built on the fly, after Preparation, or has to build it immediately after the Extra Time. So thumbs up; it's a good build. --K |
11-13-2007, 11:28 AM | #29 |
Join Date: Oct 2007
|
Re: Cosmic Pools for "Super Gadgeteers"
I see...so if i wanted to relax the limitation for lab work a bit, and make it more of a 10 - 15% limitation for suitable area, how would that be worded? So a quick gadgeteers " suitable area" might be a large flat area< to sit his tools and parts out>where he can concentrate < i.e. not in the middle of combat>for whatever time is needed, a light source he can function by < be helpful if you can see what your doing>??could it be something like
* Physical and Mental ( +100%) *Accessability( -15% ) only in a relatively calm area with a good work area , ample lighting, and appropriate tools *Limited Focus ( -5% ) super science gadgets, and the parts needed *Limited Traits ( -20% ) advantages with gadget limitations *Requires an IQ roll ( -10% ) after required time *Takes Extra time ( - 80% ) 4 minutes 16seconds per advantage *Requires All-Out manuever ( - 25% ) *Neusance Effect ( -5% ) most gadgets are wierd looking, awkward to use, and definately not common to see. This results in a -1 reaction penalty while using one. relatively calm, good area and parts from accessability would change depending on what kind of gadgeteer , or not, you happen to be and ample lighting could be torches or some kind of night vision so it wouldnt trample other advantages i dont think. You need parts, but how many and what might change depending on gadgeteering and what you were making and you have to concentrate really hard to the exclusion of everything else while building. In the fantasy setting im in, drainign the power grid or such isnt an option, but to relatively low tech populace, im sure higher tech stuff is wierd to put it lightly. I looked at your house rules and i think it might be better, but my GM prefers to go more by the books than house rules from the net so to speak. I doubt i can get it by him, and the point break wont even matter to him, hell say " if thats what the book says"and seems to embelish players in our cinematic campaign anyways. The net result is -60%, for a cost of 4 points per 1 point pool for mental and physical. Is this workable, and are the accessability low % enough to allow" work in the field" if centrain mundane prep is done like clearing space, packing supplies, and taking the time?? Thanks Izaegraa |
Tags |
preparation required, takes extra time |
|
|