04-20-2013, 05:32 PM | #1 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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House Rules for Affliction
The advantage is one of the most flexible in Gurps, but it has one grand weakness: Its levels are tied to this think called a HT roll. This means that if I want someone to roll at HT-2 instead of HT I have to pay three times the cost. This really doesn't make sense to me. A lot of times its cheaper to buy malediction and raise my will, and that just gets worse at the higher levels, not the lower ones.
I'm sure others have noticed this: does any one have house rules they use to get reasonable costs for affliction (meaning I actually consider if I want to improve the duration, the range, or the HT roll)? Alternatively, could someone explain why such a thing would be a bad idea? I think the two routes that can be tried are
what numbers would you use, and what are the pitfalls of each method?
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Tags |
affliction, house rules |
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