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#121 |
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Join Date: Jul 2009
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Straight out of the book, 'add any exotic physical traits that the GM would permit the subject to have with an Unusual Background' (emphasis mine) is vague.
Hypothetically, let's say you cast a spell to give the target +2 DR. In-setting, the GM allows humans to take an Unusual Training perk for improved DR up to +2. The target is a 12 inch tall pixie. Conceptually, while a human might be tough enough for +2 DR at the upper end of toughness, a pixie wouldn't, so the GM doesn't allow for a pixie to take the same unusual training. So, the pixie racial template could go on a character sheet. The UB could go on a character sheet. Both couldn't go on the same character sheet. Your interpretation is that 'the subject' is the blank character sheet of a PC, which could conceivably have DR 2 and an Unusual Background on it. My interpretation is that 'the subject' is the pixie, which the GM simply wouldn't allow to have DR 2 with an Unusual Background. You're not wrong. You can read the rules the way you have. But please don't misrepresent my interpretation as a house-rule. It follows from reading the rules just as much as yours does. |
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#122 | |
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Join Date: Dec 2008
Location: Behind You
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#123 |
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Join Date: Aug 2008
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Looking over the rules in T:RPM, I'd say all time-related enhancements and limitations on advantages should be nixed. If the duration is "Instantaneous," there's no energy cost. If the spell lasts even one second, it costs 1 additional energy. It could always last less than the 10 minute maximum for 1 energy, though. That's a matter of flavor at that point.
That's my two cents. I yield to PK's or Ghostdancer's experience, however. Both have tons more than I.
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#124 | |
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Join Date: Jul 2009
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Also, with Altered Time Rate costing +100 energy and probably a greater effect (so a minimum of 300 energy for the spell), players are likely going to try to push duration up to at least a day or so, so they can maintain it for 7 energy daily rather than re-casting it at great cost. There's just not much incentive for crippling it heavily. |
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#125 |
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Join Date: May 2013
Location: Ellicott City, MD
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You can take the Reduced Duration modifier to reduce the Altered Traits cost of the spell, but you still have to include 1 energy for the non-instant duration.
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#126 | |
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Join Date: Jul 2009
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To take an extreme example... Altered Traits, Altered Time Rate (100) + Duration, Day (7), adds up to 107 and lasts for a full day. (This is by the rules) vs. Altered Traits, Altered Time Rate (Reduced Duration, 1/60) (65) + Duration, 2 months (12), adds up to 77 and lasts for a full day. (This is what you'd be allowing if you let people put Reduced Duration on altered traits) You can mitigate the problem somewhat by only allowing Reduced Duration on 10 minute durations, but it remains inconsistent with the system. |
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#127 | |
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Join Date: Jun 2013
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#128 | |
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Join Date: Jul 2009
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The one you seem to be referring to is Maximum Duration, which may be okay on Altered Traits RPM advantages with sufficiently long durations (at least 12 hours, probably) but doesn't provide the desired effect: it basically gives you ATR that you can turn on for a bit, but then shuts off for five minutes and can be turned back on again, repeatedly, until the duration finally wears off. |
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#129 | ||||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#130 | ||
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Join Date: Jul 2009
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You did catch a corner case I missed, though -- someone could certainly have Reduced Duration on an ability like Affliction were it granted by Altered Traits: it'd affect the duration of the effects of that ability, not duration of the ritual itself. |
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| Tags |
| ritual path magic, rpm |
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