06-22-2012, 01:59 PM | #21 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Pyramid #3/44: Alternate GURPS II
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If something costs (say) 5 FP, you'd expect to be able to use it roughly once an hour. That translates to HALF a FP, more or less (or 1FP and Fit). So an AP cost would be appropriate here, and it should probably be about 5-10AP. If it's 5 AP, Joe AVerage can do it back-to-back twice before having to rest for 2 hours. (average use rate 1 per hour, then!) which seems to match the frequency of the original ability. Edit: That's probably how I'd try and price these. How many times can you use them per hour with the original ability, and how many AP (more or less) does that equate to. So if something used to cost 9 FP (huge), that means you can use it twice every three hours, or four times every 6 hours. So 6 hours is 3 FP. If you assume 10 FP to start, spending 3 FP back to back will give you back 15 more AP. So 25 total AP spent over four uses . . . 6 AP per use. Now, that DOES mean that if you're careful with your AP and recovery, you can probably recover those 6 AP in less than 10 seconds! THAT probably means that using the ability probably requires some long concentrate maneuvers (during which you can't recover AP) to balance things. Tweakage will likely (certainly!) be required, since GURPS is a big system and many funky powers and abilities can either coexist, or not, by GM decision.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon Last edited by DouglasCole; 06-22-2012 at 02:03 PM. |
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06-22-2012, 02:16 PM | #22 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Pyramid #3/44: Alternate GURPS II
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06-22-2012, 02:19 PM | #23 | |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: Pyramid #3/44: Alternate GURPS II
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Or did I misunderstand you? |
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06-22-2012, 02:23 PM | #24 |
Join Date: Nov 2009
Location: Oregon
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Re: Pyramid #3/44: Alternate GURPS II
No, you're right. Thinking about it as 3 separate pools made me forget that the combined total is 2 x FP. Which brings to mind Doug's first mention of this article, when he was planning on an even more dramatic rewrite of the fatigue rules...
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06-22-2012, 02:32 PM | #25 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Pyramid #3/44: Alternate GURPS II
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Just remember that the thing about AP is that someone with HT 10 will have a 90% chance of recovering an AP every second using Do Nothing maneuvers. So you can, by resting for 11 seconds, pretty much guarantee that you're fresh up. This impacts Combat abilities far more than non-combat ones. If you have to cast several spells in lethal combat in a row, you're going to be TIRED (since you'll drain your AP, and start burning FP or destiny points to keep going). For buffing spells and stuff you can do outside of combat, you almost NEED the "punishingly high" level of AP expenditure to slow down the rate at which you can do things. So AP costs low enough to allow an adventurer to rap out several uses within a single combat engagement are crazy low if used in non-combat time. This might say that, for example, you can EITHER spend 10 AP to power (say) a fireball spell for 1d, or 1 FP to power it for 10d Explosive! (or something like that). So if you choose to take the "yeah, I can do this over and over, with 10 sec between each one" route, you get a reliable, steady, low-level effect. If you do something that takes 2 hours to recover, you scorch the battlefield.
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06-22-2012, 02:37 PM | #26 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Pyramid #3/44: Alternate GURPS II
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My original proposal, and the way the article was written, was that it took longer and longer to recover FP. EACH ONE took longer to recovery by roughly 1.5x as the one before it (they followed the speed/range progression). Recovering all 2xFP that you have to spend (from FP to -FP) took the same roughly three weeks, but each one recovered at a different rate. This appealed to me sense of having "analog" equations. It made each FP worse than the one before it, though the first significant bunch recovered just fine in a few hours. Problem was, it was STUPIDLY COMPLEX in even "thought experiment" play. The tiered approach that made it into the article achieved more or less the same goals, but required way less thought from players, and with the red/yellow/green token idea for mild/severe/deep fatigue, it really shines as "yeah, this is just not an issue" even if you're keeping track of AP and FP.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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06-22-2012, 02:40 PM | #27 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Pyramid #3/44: Alternate GURPS II
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06-22-2012, 02:45 PM | #28 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Pyramid #3/44: Alternate GURPS II
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In Combat your adrenaline allows you to convert FP spent on selected combat abilities (spells and advantages but not Extra Effort) to AP at the approved ratio. Ratio being as a possible example 5 AP per 1 FP. Outside of combat and stressful urgent situations you use normal FP rules and costs.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. 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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06-22-2012, 02:47 PM | #29 | |
Join Date: May 2008
Location: CA
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Re: Pyramid #3/44: Alternate GURPS II
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06-22-2012, 03:47 PM | #30 | |
Join Date: Aug 2004
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Re: Pyramid #3/44: Alternate GURPS II
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If you mean you have a separate login for (say) e23 and W23/JTAS/whatever, that shouldn't be the case; there's a (mostly) unified login system for them. If need be, I can merge two accounts... email me at the address below, and we can sort it out. (This is an open offer to anyone who finds themselves with multiple e23/SJG/JTAS/whatever accounts.) |
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house rules, pyramid 3/44, pyramid issues |
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