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Old 07-06-2013, 04:10 PM   #1
Sunrunners_Fire
 
Join Date: Mar 2010
Default Enhancement: Symptoms, on (1 Injury Done)

Symptoms (1/3 HP Injury Done), *3
Symptoms (1/2 HP Injury Done), *2
Symptoms (2/3 HP Injury Done), *1
... are the official values. If I wanted to have Symptoms apply its' effects upon doing any injury at all, what would be a fair value? (I'm leaning towards *4).
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Old 07-06-2013, 05:19 PM   #2
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Enhancement: Symptoms, on (1 Injury Done)

Quote:
Originally Posted by Sunrunners_Fire View Post
If I wanted to have Symptoms apply its' effects upon doing any injury at all, what would be a fair value?
I'd probably say "HP multiplier 1/N: multiply cost by N". That doesn't work for the 2/3 value, but I'm not a big fan of the 2/3 hp multiplier anyway.
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Old 07-06-2013, 05:43 PM   #3
Varyon
 
Join Date: Jun 2013
Default Re: Enhancement: Symptoms, on (1 Injury Done)

Quote:
Originally Posted by Anthony View Post
I'd probably say "HP multiplier 1/N: multiply cost by N". That doesn't work for the 2/3 value, but I'm not a big fan of the 2/3 hp multiplier anyway.
I'd be more inclined to have it mesh with the speed/range table. 2/3 is the same as 1/1.5, so starting there as x1 we have...
1/5 x4
1/7 x5
1/10 x6
1/15 x7
1/20 x8

... and so forth.

Of course, this doesn't really answer the question of what a fair cost for "on any injury" would be. x8 should more than cover any normal human (x7 would cover nearly any normal human), but when you may be facing any number of things with any amount of HP, it's hard to put a fair cost to it. This may be the same as trying to get "infinite" DR and the like - determine the HP of the highest-HP enemy you are likely to face, and buy that amount.
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Old 07-06-2013, 05:45 PM   #4
Sunrunners_Fire
 
Join Date: Mar 2010
Default Re: Enhancement: Symptoms, on (1 Injury Done)

Quote:
Originally Posted by Anthony View Post
I'd probably say "HP multiplier 1/N: multiply cost by N". That doesn't work for the 2/3 value, but I'm not a big fan of the 2/3 hp multiplier anyway.
Which would make (1/10 HP) a *10 modifier. That seems a bit extreme, but it may be balanced nonetheless. Hmm.
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Old 07-06-2013, 06:23 PM   #5
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Enhancement: Symptoms, on (1 Injury Done)

In the end, it's basically a 'transformation attack' which does wounding equal to (points*N), so it's mostly a question of what a wounding multiplier of N is worth.
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Old 07-06-2013, 06:42 PM   #6
RyanW
 
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Join Date: Sep 2004
Location: Southeast NC
Default Re: Enhancement: Symptoms, on (1 Injury Done)

Quote:
Originally Posted by Sunrunners_Fire View Post
Which would make (1/10 HP) a *10 modifier. That seems a bit extreme, but it may be balanced nonetheless. Hmm.
The limiting case would be to treat the "Symptom" as a Follow-up attack, which is sort of "Symptom, 0 hp or more."
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