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Old 10-22-2010, 04:32 PM   #20
kirbwarrior
 
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Join Date: Jun 2010
Location: Dreamland
Default Re: Affliction level costs

Quote:
Originally Posted by Kromm View Post
There are so many ways to "fix" it, I'm not sure which is best. Part of me likes 10 + 3/level and simply taking the penalty off recovery rolls.

Part of me thinks that maybe we should just define a per-die cost, as with Innate Attack, and require the Affliction roll to exceed DR and cause a HT roll at -1 per 2 points penetrating, as with Side Effect. That way, Affliction 1d would work against unarmored normals, Affliction 10d would be enough to zap most humans with HT 1-20, and you could go nuts with Affliction 10d(10) or 100d or whatever to stun guys in battlesuits. And of course the countless places where the rules get all complicated and have to approximate Affliction levels with damage dice would go away. And Absorption could work vs. Affliction.

But the latter would likely be full of puzzles, too, starting with "What's a fair cost per die?"
What would happen to Innate Attacks if this were true?
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Quote:
Originally Posted by cosmicfish View Post
While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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