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Old 03-14-2018, 02:18 PM   #71
Kromm
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Default Re: Difficult monsters

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Originally Posted by Anthony View Post

Honestly, it seems like a bad change, because it means the spell cannot be built as a power. Dehydrate should just be a toxic affliction (toxic attacks and diffuse are a weird issue anyway, because most toxic effects would plausibly ignore liquid types of diffuse).
Building spells as abilities is just about the opposite of anything the DFRPG cares about doing.

<GURPS>But my view is that the badness isn't here even if you like building abilities – it's in the lack of a null damage type called "injury" that just removes HP, like Leech minus the healing effect for the user. Toxic isn't a good basis for this because things like Deathtouch, which affect undead that are totally immune to toxins, and various psychic stabs, which aren't affected by defenses against toxins, exist in the system. My view is that Injury Attack should probably cost 5 points/level but require one of Cosmic, Irresistible attack, Malediction, or Sense-Based. Its principal upside would be bypassing specialized defenses against damage types; its principal downside would be an inability to usefully exploit vital areas.</GURPS>
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Old 03-14-2018, 02:24 PM   #72
Christopher R. Rice
 
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Default Re: Difficult monsters

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Originally Posted by Kromm View Post
<GURPS>But my view is that the badness isn't here even if you like building abilities – it's in the lack of a null damage type called "injury" that just removes HP, like Leech minus the healing effect for the user. Toxic isn't a good basis for this because things like Deathtouch, which affect undead that are totally immune to toxins, and various psychic stabs, which aren't affected by defenses against toxins, exist in the system. My view is that Injury Attack should probably cost 5 points/level but require one of Cosmic, Irresistible attack, Malediction, or Sense-Based. Its principal upside would be bypassing specialized defenses against damage types; its principal downside would be an inability to usefully exploit vital areas.</GURPS>
Hmmm. Isn't that interesting? Hmmmm.
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Old 03-14-2018, 03:13 PM   #73
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Default Re: Difficult monsters

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But my view is that the badness isn't here even if you like building abilities – it's in the lack of a null damage type called "injury" that just removes HP
Being able to just bypass abilities like IT(DR) is at least a +300% cosmic. It might be useful to have a null damage type, but it should still be damage -- just unaffected by any mechanics that are damage type specific.
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