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Old 09-19-2012, 08:04 PM   #1
JCurwen3
 
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Default Extra Level of Malediction Balanced?

Do you think an extra level of Malediction enhancement (a +250% version) would be balanced?

Long-Range enhancement (p. P108) starts at +50% and steps up by +50% per level. Range penalties start at -1/yard (like a Regular spell); the next level uses penalties as per the Size and Speed/Range Table, the next level after that uses Long-Distance Modifiers (p. B241), and the next level has has no range penalties at all.

Malediction starts at +100%, and also steps up by +50% per level. It has the same progression - first spell range penalties (+100%), then S&S/R table penalties (+150%), then long-distance (+200%).

So my question is whether a level of Malediction at +250% that has no range penalties is balanced at +250%? Or might there be pitfalls?
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Old 09-19-2012, 08:07 PM   #2
Christopher R. Rice
 
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Default Re: Extra Level of Malediction Balanced?

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Originally Posted by JCurwen3 View Post
Do you think an extra level of Malediction enhancement (a +250% version) would be balanced?

Long-Range enhancement (p. P108) starts at +50% and steps up by +50% per level. Range penalties start at -1/yard (like a Regular spell); the next level uses penalties as per the Size and Speed/Range Table, the next level after that uses Long-Distance Modifiers (p. B241), and the next level has has no range penalties at all.

Malediction starts at +100%, and also steps up by +50% per level. It has the same progression - first spell range penalties (+100%), then S&S/R table penalties (+150%), then long-distance (+200%).

So my question is whether a level of Malediction at +250% that has no range penalties is balanced at +250%? Or might there be pitfalls?
I don't see a issue with it off hand, you can combine the effects of Malediction 3 and Long-Range 1 and get that effect. So yeah, seems right to me.

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Old 09-19-2012, 09:04 PM   #3
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Default Re: Extra Level of Malediction Balanced?

For purposes of in game, it really isn't much different than Malediction 3, so if you allow level 3, level 4 should be okay.
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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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Old 09-19-2012, 11:38 PM   #4
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Default Re: Extra Level of Malediction Balanced?

Eh Malediction 4, is quite different from three. (Especially with space.) If you have a global detect, you can lock anyone, anywhere and malediction them away. Although that's more of an issue with detect than malediction. It allows you to shoot at people who can't fight back.
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Old 09-20-2012, 01:52 AM   #5
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Default Re: Extra Level of Malediction Balanced?

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Originally Posted by Lamech View Post
Eh Malediction 4, is quite different from three. (Especially with space.) If you have a global detect, you can lock anyone, anywhere and malediction them away. Although that's more of an issue with detect than malediction. It allows you to shoot at people who can't fight back.
Right, Space is where a mile is nothing distance, so it would be quite different. I was thinking on planets, the difference of a mile's -2 for Mal 3 isn;t that big of a deal.
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Old 09-20-2012, 04:46 AM   #6
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Default Re: Extra Level of Malediction Balanced?

In a space campaign of appropriate power level, not unbalanced. You'll still need a sense to lock on to your target of course.

Characters like Moondragon, Mantis and Warlock in Cosmic Marvel obviously have this enhancement as they were using their abilities across inter-planetary, and sometimes even cross-dimensional, distances.
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