08-17-2013, 04:10 AM | #11 |
Join Date: May 2006
Location: Denmark
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Re: Duplicates & Study Time
I'd allow it.
This is basically what Madrox for a while, sending dupes all over the world to master kungfu, detective skills, spying, inner peace, priesthood, lawyering, etc. and then they'd come back so he could absorb the knowledge. |
08-17-2013, 09:35 AM | #12 | |
Join Date: Mar 2012
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Re: Duplicates & Study Time
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The whole point of duplication is to be in multiple places taking multiple actions. I can't see taking away a character's advantage because he tried to do what normal people do every day, just multiplied by his # of bodies. |
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08-17-2013, 10:36 AM | #13 |
Join Date: Dec 2007
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Re: Duplicates & Study Time
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08-17-2013, 11:13 AM | #14 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Duplicates & Study Time
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I know this can be modified by Enhancements and Limitations, but would someone remind me of what the "default" is? If a person has one mind that controls all extra bodies "en masse", a hive mind thing (or a person controlling the duplicates a bit like a player controlling all his characters in a RTS game), he might get a bonus to studying if having those extra bodies can directly contribute e.g. commanding duplicates to spar to observe it as a third party. If each duplicate has enough autonomy to actually study, separate subjects are no problem, while the exact same subject I would just allow a small bonus. After all, two equally capable students receiving instruction in the same class room by the same teacher can get vastly different results. There are also times when "study" isn't a matter of gaining new information, but of practice. If it becomes "abusive" it mostly seems to be a matter of tweaking the adventure and/or making sure all rules are being applied. Take the Jamie Maddrox example. Sending off each Duplicate to learn isn't abusive: Duplicates aren't that cheap, are they? Plus unless you purchase an enhancement, if one gets killed, you're out the points (and can't re-absorb it to gain the knowledge). His character also has to pay the in-setting relevant costs: I don't think he had a "secret" identity at that time, but if he did that would be a potential clue. He'd still have to pay individual expenses for each Dupe, and the more he spreads out the more it costs (and the more using things other than cash becomes an issue). There is also the question of Duplicates becoming spontaneously "self aware". That is something that requires more in depth knowledge of the setting (and the metaphysics involved) as well as RAW, but doing a brain/body stimulating activity (e.g. studying), especially with long periods apart, seems like a recipe to cause a Duplicate to become self-aware.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) Last edited by Otaku; 08-17-2013 at 11:16 AM. |
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08-17-2013, 12:06 PM | #15 | |
Join Date: Sep 2007
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Re: Duplicates & Study Time
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This argument seems to rely on a metagame definition for "different" -- that which causes the character sheet to change produces a non-Duplicate. If you study enough to gain a skill point, you'd have to write that down on the Dupe's copy of the character sheet, and that would disqualify the Dupe from merging again. Different memories that don't cause changes in the character sheet get pooled when the Dupes merge, per RAW. Learning can result in physical training as well. And of course, a separate timeline might result in physical changes, injury being the most obvious? What if a Dupe suffers a physical change? Wounds don't prevent merging per RAW, though the characters have become "different". Once again, we can appeal to the same meta-definition, and note that wounds don't cause CP changes in the character sheet. So: What if the Dupe studies 199 hours and then merges? Can the one character then study for one hour and pick up the skill point? What if the Dupe acquires a physical Disad worth CP like One Hand, Bad Vision, etc? What if the Dupe acquires a mental Disad, like a phobia or Bad Temper that is noted on the character sheet, thanks to some traumatic experience while separate? If a character loses his Dupe to these effects, would the GM return CP (assuming teh GM returns CP for lost Advantages or gained Disads in the first place)? |
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08-17-2013, 12:31 PM | #16 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Duplicates & Study Time
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Besides more in depth technical analysis of how many things do alter your character sheet until you take actions to change them... this really doesn't seem relevant except as an arbitrary way of defining "significant change". It should be quite possible for significant change to happen without it affecting your character sheet: GURPS is detailed, but not that detailed. Interpersonal relationships or even self-revelation often don't carry a point value unless they correspond directly to a particular Advantage and/or Disadvantage. A Duplicate becoming self-aware seems to depend on numerous factors; if a Super leaves one of his Duplicates "back home" to manage his civilian life, should learning anything "on the job" while the actual Super is away result in the Duplicate becoming self-aware and a separate character? Should the GM awarding the Super a reward after a successful mission (including Character Points) somehow force the Duplicate into being a separate character?
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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08-17-2013, 05:27 PM | #17 | ||
Join Date: Sep 2007
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Re: Duplicates & Study Time
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08-17-2013, 07:45 PM | #18 | |
Join Date: Dec 2007
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Re: Duplicates & Study Time
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08-18-2013, 08:52 AM | #19 | |
Join Date: Mar 2012
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Re: Duplicates & Study Time
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There's also the fact that once you duplicate, there is no "prime" you, all your bodies are duplicates. So to deny the ability to study to duplicates means that duplication bars you from studying at all while it's active. Doesn't make sense, and isn't supported by the rules as far as I can tell. If you don't like advantages multiplying unearned CP, that's perfectly reasonable and you should just make a houserule. |
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08-18-2013, 01:27 PM | #20 | ||
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Duplicates & Study Time
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"Excessively" is the keyword: how expensive is this particular character's duplicates? In 3e, base cost was 75 points per. In 4e, Update says it dropped to 35, but when I had both Characters and Powers I thought that was with Duplicates being a lot weaker than in 3e without paying for several Enhancements. While the "real you" is doing whatever, you can keep a dupe home and studying (or vice versa), but that means someone is going into danger "weaker" than point totals suggest, double paying for living expenses, etc. The studying duplicate will take about two years to "earn back" the CP invested int it as learned Skill points, and that is 8 hours a day every day. Just make sure that you don't give the team a lot of down time to study skills if someone has like 10 duplicates, Doesn't Sleep, Doesn't Eat, Single-Minded, or whatever other Advantages still exist that would allow a sick level of stuy time. It is just like how you don't design a dangerous maze as the meat of an adventure when... everyone can fly over it, or teleport through it, or tunnel under it, etc.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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duplication, study, time |
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