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05-16-2020, 07:45 AM | #11 |
Join Date: Jun 2013
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Re: do disadvantage categories restrict Temporary Disadvantages options for limitatio
That was closest to Enhanced Time Sense, but combined with a high that rendered you unable to react (basically, stunning with a special effect). Additionally, that's the effect of a drug, not something a person can just turn on and off.
Now, I could see utility and a certain degree of logic to Danger Sense (TD: DTR). It's basically a case of devoting a huge amount of your mental processing to scanning the area for danger, leaving you slow to act, but isn't really something a baseline human could do (and honestly isn't realistic, but I could see it used as a justification). For the utility, it's something you'd turn on when expecting trouble to make it harder to get the jump on you, then turn off once combat starts. EDIT: In general, it's often best to think of Temporary Disadvantage as being the Disadvantage in question with "Only while using this Advantage" as a Limitation on it. If the Disadvantage isn't available, it's unlikely to be available as a Temporary Disadvantage. Additionally, Temporary Disadvantage is itself probably an exotic/supernatural modifier, and thus typically unavailable for baseline humans.
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GURPS Overhaul Last edited by Varyon; 05-16-2020 at 07:51 AM. |
05-16-2020, 08:35 AM | #12 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: do disadvantage categories restrict Temporary Disadvantages options for limitatio
That's more of a game mechanic issue than a real-world description of how the disadvantage works. If you want to be pedantic the entire GURPS combat system must look hilarious - shorts bursts of people running 5-6 yards or swinging away with their sword and then waiting 0.9 seconds doing nothing while the next guy does the same, and the next, until it's finally their turn to act again and they act furiously then wait.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 05-16-2020 at 08:38 AM. |
05-16-2020, 08:57 AM | #13 | |
Join Date: Sep 2007
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Re: do disadvantage categories restrict Temporary Disadvantages options for limitatio
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DTR leaves you effectively with half Move (moving every other turn). The text doesn't say anything about effects on Active Defenses, nor is there a penalty for doing things while under the influence, other than Long Tasks will take twice as much wall clock time for the same number of turns. Skill rolls are unaffected. I'm not sure the difference there is really worth modelling instead of just taking Requires Concentrate on the Danger Sense. (If that takes one turn, then you've effectively got the every-other-turn effect of DTR. You lose an attack to do Danger Sense, you lose almost all of a Move -- save the Step.) So it would only make sense to do so if the goal was also to have a long concentration time (multiple pairs of turns, at least, if not the non-combat timescales like ten seconds or a minute -- in which case the listed effects of DTR will hardly matter). You might buy some Extra Move (Only During Concentration) if the object is simply not to be stuck in one place. If you literally want to lose every other turn, you try something like Backlash (Stun). A general distraction penalty to anything you might attempt while concentrating could be priced as Temporary Disad (-DX, -IQ) -- though DTR doesn't inflict any penalties; Concentrate already gives you the Will - 3 distraction roll, which at least narratively suggests something like distraction on the ability, though it works backwards (no penalty on the interrupting action, but a roll to maintain the ongoing effect). You might prefer to buy a Condition like Pain or Euphoria with the desired level of ill effect and just redefine the narrative special effects. |
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05-16-2020, 09:16 AM | #14 | |
Join Date: Aug 2018
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Re: do disadvantage categories restrict Temporary Disadvantages options for limitatio
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If it's just a TD then you could just spend a 1-second ready maneuver to switch it off to regain your full speed. This wouldn't help in dodging rapid-onset danger but could help with longer-term dangers like "a missile will strike in two minutes". "enough of a warning that you can take action" is pretty flexible though perhaps it doesn't assume "and have one second to spare to take a maneuver not dedicated to getting out of dodge as quick as possible" |
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05-16-2020, 12:45 PM | #15 | |
Join Date: Mar 2013
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Re: do disadvantage categories restrict Temporary Disadvantages options for limitatio
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I think that a previous suggestion to require concentrate would be more useful.
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
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05-17-2020, 05:38 AM | #16 | ||
Join Date: Aug 2018
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Re: do disadvantage categories restrict Temporary Disadvantages options for limitatio
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Reflexive and Temporary Disadvantages would be taboo modifiers that can't coexist though (I think?) because Reflexive is taken on 1-second abilities to reduce their activation time to a free action, but Temporary Disadvantages is only allowed if activation time is at least 1 second. |
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05-17-2020, 04:18 PM | #17 | ||
Join Date: Mar 2013
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Re: do disadvantage categories restrict Temporary Disadvantages options for limitatio
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
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05-17-2020, 09:12 PM | #18 | |
Join Date: Aug 2018
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Re: do disadvantage categories restrict Temporary Disadvantages options for limitatio
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I think passive is more like "do I need to take an effort to use it" and when it's switched on you don't... But for passive abilities that you can switch off, I think the actual switching it on is still an active aspect. Like with auras/quills for example, damaging foes who hit you is passive, but switching the aura on/off or bringing quills/spines in/out (if switchable) would be active. |
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