07-11-2012, 12:04 PM | #161 | |
GURPS FAQ Keeper
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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07-11-2012, 12:13 PM | #162 |
Join Date: Mar 2010
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
Reserve being (Independent Recovery; Doesn't affect Thresholds), with Energy Reserve adding (Source Specific); probably because Fatigue recovers faster than Hit Points do.
As a mild tangent from the current subthread: I've allowed players to purchase Energy Reserve (Fatigue) for their characters without any issues coming up; its' just not usable to fuel anything with a power source (as distinct from a power modifier). It is a useful trait when the campaign allows the various optional Extra Effort rules where a character can push themselves a lot further than others, but recover from the fatigue penalties faster than others without necessarily recovering their Fatigue Points any faster than others do (as I encourage the use of the Special Recharge limitation on Reserves). |
07-11-2012, 12:14 PM | #163 |
Join Date: Sep 2004
Location: Canada
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
Certainly! I've just had my head down in Perl land where inheritance is more ... free wheeling.
("Wait, what do you mean I accidentally created a new class with a typo?")
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07-11-2012, 12:45 PM | #164 |
Join Date: Sep 2004
Location: Canada
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
I'm certain one of the DF books introduces something like this as a magic item (analogous to the Power Item -> Energy Reserve relationship) but I'm having trouble finding it.
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07-11-2012, 12:58 PM | #165 |
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
I certainly find multiple inheritances more intuitive, but I'm working/learning C#, so I'm not supposed to think that way. And real programmers keep telling me MI is real dangerous or something.
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07-11-2012, 01:09 PM | #166 | |
Join Date: Sep 2004
Location: Canada
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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Polymorphism is one thing, shapeshifting is quite another thank you. I don't need werewolf objects. (On the other hand, perl doesn't have the Diamond Problem at all due to a precedence system)
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07-12-2012, 10:01 AM | #167 |
Join Date: Aug 2004
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
Hmm... I seem to be having troubles with my written expression. That's not at all what I was saying in the post in this thread, nor in that earlier one I linked to. The possible issue I was noting was the assumption that Vitality Reserve does not have the built-in separation that Energy Reserve does. If you have an ER, it is not affected by things that drain FP, generally only being depleted by use. If you're being targeted by an enemy using an IA(fat), you can't decide to throw your ER in the way, nor can the enemy decide to drain it as a tactical choice. If VR was analogous to ER, no normal attacks would ever hit it, and it would only be depleted by conscious expenditure of the faux HP.
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07-12-2012, 10:15 AM | #168 | |
Join Date: Mar 2010
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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ER is forcibly linked to a Power Source as part of its' trait definition; VR's trait definition doesn't include such a linkage and doesn't include the requirement for conscious expenditure. Adding a requirement for a conscious expenditure would be a limitation and so provide a cost discount; VR with that requirement is less useful than VR without that requirement. |
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04-28-2017, 10:29 PM | #169 | |
Join Date: Aug 2004
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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advice, combat rules, interdiction, tank, tanking, technical solutions |
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