Quote:
Originally Posted by Anthony
It has the problem of making an affliction to do something minor (but difficult to resist) being overly expensive (which is already an issue). Really, "what the affliction does" and "how it works" need to be separate and multiplicative, I'd probably change Affliction so 'what it does' changes the base cost, and then you apply enhancements and limitations to affect resistance, armor, etc.
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Neither of those suggestions increase the cost though, +50% on a base 10 point ability is +5 points, +100% is +10 points so half cost or the same cost respectively.
Changing the base cost instead of enhancements for the effect, then applying enhancements for range, resistance, etc would very like;y increase costs overall and probably significantly.