Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 11-16-2009, 04:20 AM   #1
vicky_molokh
GURPS FAQ Keeper
 
vicky_molokh's Avatar
 
Join Date: Mar 2006
Location: Kyïv, Ukraine
Default [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective

Greetings, all!

It is a personal observation of mine that building characters based on Affliction and 'DoT' (i.e. Cyclic) attacks is largely a matter of flavour, with greatly reduced efficiency. Interesting 'debuff' Afflictions are not all that useful compared to a low-cost Stunning one, or a rapid-firing Paralyzing/Sleeping/Heart-attacking one. Cyclic attacks at combat-usable rates are so expensive that it is often better to just dump more damage all at once through either high skill and RoF, or just bigger initial damage. The effect is even more pronounced with abilities discounted below 100% cost before adding Cyclic.

Is the 'afflictor' a purely fluffy kind of character, or is there a way to make interesting affliction cost-reasonable?

Thanks in advance!
__________________
Vicky 'Molokh', GURPS FAQ and uFAQ Keeper
vicky_molokh is offline   Reply With Quote
Old 11-16-2009, 10:08 AM   #2
cccwebs
 
cccwebs's Avatar
 
Join Date: Sep 2004
Location: Orange County, VA
Default Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective

I'm really not sure that Cyclic is appropriate for Affliction, but if the GM is going to allow it then it would become a very powerful combination. Unlike Innate Attack, Affliction already has a duration that the effects remain for. Affliction also doesn't "stack" unless modified with Cumulative. Except for stunning/coma/heart attack, afflictions normally last for 1 minute per margin of roll. This sort of negates the need for a fast cyclic attack. As for debuffs, any affliction that can periodically attempt to improve the debuff it applies should be very expensive, especially if it can repeat itself fast enough to be effective in combat.
cccwebs is offline   Reply With Quote
Old 11-16-2009, 12:50 PM   #3
naloth
 
Join Date: Sep 2004
Default Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective

I'm also having trouble seeing where this would be a good mechanic for a combat ability.

Outside of combat I can see a few uses. Perhaps a curse that turns you into something a few times over a few days? Cyclic wouldn't be expensive here (basically 1 point for additional day).

EDIT: Is this a "let's throw modifiers together and see what happens" or a "I can't build this power cost effectively"? An example would help. Chances are if it's the latter there's just way that fits better in the system.
naloth is offline   Reply With Quote
Old 11-16-2009, 01:11 PM   #4
Kuroshima
MIB
Pyramid Contributor
Mad Spaniard Rules Lawyer
 
Kuroshima's Avatar
 
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
Default Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective

Quote:
Originally Posted by Molokh View Post
Greetings, all!

It is a personal observation of mine that building characters based on Affliction and 'DoT' (i.e. Cyclic) attacks is largely a matter of flavour, with greatly reduced efficiency. Interesting 'debuff' Afflictions are not all that useful compared to a low-cost Stunning one, or a rapid-firing Paralyzing/Sleeping/Heart-attacking one. Cyclic attacks at combat-usable rates are so expensive that it is often better to just dump more damage all at once through either high skill and RoF, or just bigger initial damage. The effect is even more pronounced with abilities discounted below 100% cost before adding Cyclic.

Is the 'afflictor' a purely fluffy kind of character, or is there a way to make interesting affliction cost-reasonable?

Thanks in advance!
Debufers/DoTers a la WoW's Warlock, Diablo II's Necromancer,... are nearly always underpowered. Such effects can be really broken in extremely specific circumstances, and the designers balance them around that. However, the crux of the archetype is that their modus operandi is SLOW, and when fights get decided very quickly, it's a MAJOR disadvantage. These issues are not limited to videogames, but plague RPGs too.

In GURPS, particularly, affliction is way too expensive, if you buy more than one level. Cyclic innate attacks bypass the need to hit again, so you can all out defend, and still damage your foe. Now, what use do you get out of these abilities, when foes last two rounds?
__________________
Antoni Ten
MIB3119
My GURPs character sheet
My stuff on e23
Kuroshima is offline   Reply With Quote
Old 11-16-2009, 01:13 PM   #5
sir_pudding
Wielder of Smart Pants
 
sir_pudding's Avatar
 
Join Date: Aug 2004
Location: Ventura CA
Default Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective

Quote:
Originally Posted by Kuroshima View Post
In GURPS, particularly, affliction is way too expensive, if you buy more than one level.
Kromm has suggested that additional levels of Affliction be repriced at 2/level. This makes a lot of sense to me, and I'll likely do so if it becomes an issue.

Last edited by sir_pudding; 11-16-2009 at 01:51 PM. Reason: Linked
sir_pudding is offline   Reply With Quote
Old 11-16-2009, 01:48 PM   #6
Mark Skarr
Forum Pervert
(If you have to ask . . .)
 
Mark Skarr's Avatar
 
Join Date: Feb 2005
Location: Somewhere high up.
Default Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective

Quote:
Originally Posted by sir_pudding View Post
Kromm has suggested that additional levels of Affliction be repriced at 2/level. This makes a lot of sense to me, and I'll likely do so if it becomes an issue.
Can you link to a quote? I'd really like to see that. That would make my day. Or just PM the link to me if you don't want to share. ;-)

For the rest of the thread:
I use a lot of Small-Piercing attacks with Side Effect and No Wounding for my supers-debuffers. Give the target an incapacatating condition, temp disadvantage or negated advantage and they're de-buffed. Works well. It's much, much more useful than an affliction.
Mark Skarr is offline   Reply With Quote
Old 11-16-2009, 01:51 PM   #7
naloth
 
Join Date: Sep 2004
Default Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective

Quote:
Originally Posted by Mark Skarr View Post
Can you link to a quote? I'd really like to see that. That would make my day. Or just PM the link to me if you don't want to share. ;-)

For the rest of the thread:
I use a lot of Small-Piercing attacks with Side Effect and No Wounding for my supers-debuffers. Give the target an incapacatating condition, temp disadvantage or negated advantage and they're de-buffed. Works well. It's much, much more useful than an affliction.
This is probably the post he's referring to:
http://forums.sjgames.com/showpost.p...7&postcount=10
naloth is offline   Reply With Quote
Old 11-16-2009, 02:28 PM   #8
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective

Many GURPS advantages are priced based on how they could be used by a character deliberately using them in an efficient/optimized manner. While a 'set someone on fire' attack (burning attack 1d, 5 cycles of 1s +400%; 25) is less effective than a 5d burning attack (25), a lingering 'nerve gas cloud' (toxic attack 1d, area effect (8 hexes, +150%), Blood Agent (+150%), 5 cycles of 1s +400%; 32) is quite reasonable compared to a prompt version (toxic attack 2d, area effect (8 hexes), blood agent; 32).

This is in part because of how advantage stacking works, and in part because a DoT that ignores armor is much better than one that doesn't.
Anthony is online now   Reply With Quote
Old 11-16-2009, 02:29 PM   #9
PK
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective

And, to be clear, Kromm said that he'd try out a 10/+2 cost and see how it played out. In other words, this is not a pre-playtested solution, so no warranty is given, express or implied. :)

Personally, I think 10/+2 is rather low -- consider the following build: Affliction 18 (Contact Agent, -30%; Inaccurate 2, -10%; PM, -10%; Reduced Range 1/10, -30%) [9]. For 9 points, you have a short-ranged beam that is basically guaranteed to one-shot an opponent if it hits exposed skin. He has to roll against HT-17 (so basically, only succeeding on a 3 or 4) to avoid being stunned, and gets a HT-17 roll each turn to recover. Under the existing rules, this build costs 36 points, which is a bit more fair.

The trouble is that Affliction only becomes insanely overpriced when you slap a powerful effect on it (e.g., Heart Attack, Unconsciousness, most Advantages). I think it'd make more sense to just define certain enhancements as only applying to the first level. So if you have Affliction (Heart Attack), it becomes a 40/+10 ability, plus any other modifiers that you add.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ)

MyGURPS: My house rules and GURPS resources.

#SJGamesLive: I answered questions about GURPS After the End and more!
{Watch Video} - {Read Transcript}
PK is offline   Reply With Quote
Old 11-16-2009, 02:36 PM   #10
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective

Quote:
Originally Posted by Rev. Pee Kitty View Post
Personally, I think 10/+2 is rather low
If you eliminate the HT penalty for recovery from stunning, or make it a separate advantage, it's more reasonable.
Anthony is online now   Reply With Quote
Reply

Tags
affliction, cyclic, damage over time, dot


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 11:18 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.