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Old 08-23-2019, 08:50 PM   #15
Sunrunners_Fire
 
Join Date: Mar 2010
Default Re: [Powers] Are Multiplicative Modifiers Fairer?

Quote:
Originally Posted by AlexanderHowl View Post
Yes, I forgot that you sum and then multiply. MM makes it even more unbalanced then. Remember, this is a per level cost. Imagine a 15 dice attack, it would cost 300 CP with additive and 93 CP with multiplicative.
Assuming you're talking about this?
Quote:
Crushing Innate Attack Backlash, Ecstasy, Resisted by HT (-50%), Cosmic, Irresistible Attack (+300%), Cosmic, No Dice Roll Required (+100%), Melee Attack, C (-30%), No Blunt Trauma (-20%), No Knockback (-20%), and No Signature (+20%)
  • If using Additive Modifiers: [5/level] * (1 - 0.50 + 3.00 + 1.00 - 0.30 - 0.20 - 0.20 + 0.20; floor 0.20) = [5/level] * (4.00) = [20/level]
  • If using Multiplicative Modifiers: [5/level] * (1 + 3.00 + 1.00 + 0.20) * (1 - 0.50 - 0.30 - 0.20 - 0.20; floor 0.20) = [5/level] * (5.20) * (0.20) = [5.2/level]

If I'm buying 15 levels of your innate attack, at the above prices, then I'm spending either [300] (Additive) or [78] (Multiplicative) for it. I'm also taking too many limitations on the attack if we're using multiplicative; everything past -80% (of which it has -120%) does nothing.

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Which, if your character is using additive and my character is using multiplicative does result in an incredibly ugly situation! But that doesn't happen. Our GM isn't using both additive and multiplicative modifiers in the same time. There isn't an imbalance between two characters when they both spend the same amount of points for the same ability.

I can roflstomp the universe for [50]~ using additive modifiers. (It actually comes out more expensive if using multiplicative!) Having to spend [300] for the ability to maybe whack one dude a second feels ... well, it feels like I'm being cheated.
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