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Old 04-12-2012, 10:20 PM   #1
tadbolmont
 
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Default Modular Abilities Question

I have decided to use the Modular Ability advantage for one character I am making who is capable of switching between several different sets of abilities. Each set has three abilities, which means I would need three slots, but I don't know what value to use as the per slot cost.

Each slot has twelve specific abilities that can be chosen, but all three slots are changed together. For example, say you have the slots set like this:
"Slot 1: A1 Slot 2: A2 Slot 3: A3"
and you want to change Slot 1 to B1, you would also need to make the other two slots into the B ability for that slot, so it would look like this:
"Slot 1: B1 Slot 2: B2 Slot 3: B3"

What would be an appropriate cost for this kind of thing?
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Old 04-12-2012, 10:27 PM   #2
lexington
 
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Default Re: Modular Abilities Question

A small Accessibility type limitation that says "Must change with all other slots." seems like the most sensible route. If the player/character has significant ability to seek out or design new sets of stuff -5% since they will get the things that work best together, -10% if the GM has a heavier hand.
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Old 04-12-2012, 11:00 PM   #3
the_matrix_walker
 
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Default Re: Modular Abilities Question

If these abilities are variations on a theme, they might be purchased more cheaply as Alternative attacks or Abilities, or as the same power using different modifiers (with Selectivity)

I might be better able to help with more detail.
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Old 04-12-2012, 11:11 PM   #4
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Default Re: Modular Abilities Question

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Originally Posted by the_matrix_walker View Post
If these abilities are variations on a theme, they might be purchased more cheaply as Alternative attacks or Abilities, or as the same power using different modifiers (with Selectivity)

I might be better able to help with more detail.
The abilities in each set are actually meant to be used in synergy, like one set giving poison secreting claws (Claws+Toxic Attack+Arm Strength), another gives Super Strength (Crushing Attack+Striking ST+Absorptive DR).
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Old 04-12-2012, 11:57 PM   #5
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Default Re: Modular Abilities Question

Sounds like a candidate for Modular Abilities after all.

Sounds like the flavor you are going for is best represented with Multiple Forms

Slotted Cosmic Ability for the task, since it's cheaper than the broader version, and you know you'll only ever need one advantage at a time, in this case, Alternate Form.

So If you pick out a power-set and call that your "Racial Template" as a Super or whatever, and take...

Slotted Cosmic Modular Ability 1, 30 (Physical, +50%; Focus Limited: The Twelve powers of Whatever, -5%; Trait Limited:Only Alternate Form with Reduced Time 3 and Reflexive, -50% [150]

And just template out the power-sets for each form. The 30 point pool is enough to get you a reflexive alternate form and you can switch between the Twelve Templates in one second (the one second is to pick the form, the actual transformation will be a free action.)
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Old 04-13-2012, 12:30 AM   #6
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Default Re: Modular Abilities Question

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Originally Posted by the_matrix_walker View Post
Slotted Cosmic Modular Ability 1, 30 (Physical, +50%; Focus Limited: The Twelve powers of Whatever, -5%; Trait Limited:Only Alternate Form with Reduced Time 3 and Reflexive, -50% [150]

And just template out the power-sets for each form. The 30 point pool is enough to get you a reflexive alternate form and you can switch between the Twelve Templates in one second (the one second is to pick the form, the actual transformation will be a free action.)
I dont like AF in a modular abilities, I think its kind of double dipping. Though as far as I know it is ok according to RAW.
However that -50% discount for what is essentially any power you want I really think is too much.
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Old 04-13-2012, 12:34 AM   #7
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Default Re: Modular Abilities Question

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I dont like AF in a modular abilities, I think its kind of double dipping. Though as far as I know it is ok according to RAW.
However that -50% discount for what is essentially any power you want I really think is too much.
I see your point, but I don't see much difference than Allies with Summonable, as the example in Powers states. An Ally can be just about anything.
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Old 04-13-2012, 03:27 AM   #8
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Default Re: Modular Abilities Question

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Originally Posted by tadbolmont View Post
What would be an appropriate cost for this kind of thing?
Consider buying one slot for all three, then defining each 1+2+3 combination as a single meta-trait. So instead of having the three slots, you just have one slot with as many points as the other three put together. That's basically what you're doing anyway.
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Old 04-13-2012, 10:51 AM   #9
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Default Re: Modular Abilities Question

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Originally Posted by Rev. Pee Kitty View Post
Consider buying one slot for all three, then defining each 1+2+3 combination as a single meta-trait. So instead of having the three slots, you just have one slot with as many points as the other three put together. That's basically what you're doing anyway.
Putting multiple abilities as a Meta-Trait into a slotted cosmic ability? Everywhere I've ever seen the idea of a Meta-Traits in cosmic abilities, the answer has always been you need Morph or Multiple forms for this. This strikes me as HUGE precedent to set.
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Old 04-13-2012, 11:17 AM   #10
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Default Re: Modular Abilities Question

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Putting multiple abilities as a Meta-Trait into a slotted cosmic ability? Everywhere I've ever seen the idea of a Meta-Traits in cosmic abilities, the answer has always been you need Morph or Multiple forms for this. This strikes me as HUGE precedent to set.
I think it's reasonable, especially since you're choosing from a limited pre-defined list of "packages" rather than making them up on the fly. The GM would need to carefully vet all new packages, of course, to make sure there's no abuse, and that the abilities in each package fit together thematically.
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