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Old 12-01-2021, 12:17 AM   #31
Plane
 
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Default Re: Is Wild Talent a bad deal?

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Originally Posted by malloyd View Post
I'd instantly rule no for this build. Just the fact that there is an explicit enhancement for Mental and Physical rules out taking one as an alternate ability for the other.
I'm not even sure why it's being used, you don't need the physical enhancement on Modular Abilities to use skills that default to physical attributes, skills are grouped with mental advantages.

Using "I'm taking mental at 1/5 to avoid paying the extra +50%" is pretty sneaky though =/

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Originally Posted by malloyd View Post
In fact Alternate Abilities are basically a subset of Modular Abilities, using both together is a red flag.
Usually it wouldn't SEEM to be a problem since modular abilities tend to be slower and more expensive, except in this case of trying to avoid taking +100% by taking +50% and then 1/5 cost on +0%
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Old 12-01-2021, 11:03 AM   #32
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Default Re: Is Wild Talent a bad deal?

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Originally Posted by Plane View Post
Using "I'm taking mental at 1/5 to avoid paying the extra +50%" is pretty sneaky though =/

Usually it wouldn't SEEM to be a problem since modular abilities tend to be slower and more expensive, except in this case of trying to avoid taking +100% by taking +50% and then 1/5 cost on +0%

So a while back I was building a suite of mind control powers for dreadstormers (I was trying to set expectations and streamline character building) and I ran into this with mind control: it was cheaper to take slow and steady permanent brainwashing and a suggestion version of mind control as alternate abilities of each other. This saved a lot of points, and made me a bit nervous for the reasons you list above.


So I made a thread. Its item #2.



I ended up allowing it. Alternative abilities reduces the cost of abilities overall, especially the cost of related abilities that do slightly different things. That's what its made for. Looking at the psionic powers book, taking those abilities as alternatives to each other regardless of their base is by far the simplest way to run things. In fact, different limitation sets on one advantage is perhaps the most appropriate way to use alternate advantages.



Yes, it makes things cheaper, but if you don't want your powers to be a bit cheaper, why are you allowing alternative abilities in the first place? its very much an optional rule, its just that powers tend to be a bit expensive, especially when you can't use them at the same time... and that's certainly true of modular abilities.
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Old 12-03-2021, 10:27 PM   #33
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Default Re: Is Wild Talent a bad deal?

Donny did you change the ability after the discussion?
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Old 12-04-2021, 04:44 PM   #34
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Default Re: Is Wild Talent a bad deal?

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Donny did you change the ability after the discussion?
I considered Christopher Rice's suggestion, but since I don't need Physical to cover skills, I decided to just go with the straight up mental version I wrote up without having the Alternative to cover physical. So much cheaper! We'll see what the GM says.


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Originally Posted by Varyon View Post
... Takes Recharge means an otherwise-continuous-use ability only lasts for 1 minute,...
I think you may be thinking of Limited Use. There's no text in Takes Recharge that mentions a 1 minute time-frame.
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Old 12-04-2021, 07:04 PM   #35
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Default Re: Is Wild Talent a bad deal?

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Originally Posted by Donny Brook View Post
I think you may be thinking of Limited Use. There's no text in Takes Recharge that mentions a 1 minute time-frame.
Odd - both of the other traits that change a continuous-use ability into one that has distinct "uses" (Costs Fatigue and Limited Use) have it reduce to 1 minute per use, but Takes Recharge indeed does not. However, the language indicates that, if an ability takes a while per "use," Takes Recharge is instead a multiple of the time the ability took - although this may use the time required to activate the ability, not how long the ability was active, as the language is unclear.
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