03-03-2019, 02:50 PM | #1 |
Join Date: Jun 2010
Location: Dreamland
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Reversing Skill Rolls
A player of mine wants to make a character built around chaos. One power he came up with is everyone within an area of him has to rolls their skill level or higher to succeed. I could probably find a way to handwaive it with Affliction, but it sounds like it will also affect the character in question.
Is there a way for this to work? Or is it just too plainly good? |
03-03-2019, 03:09 PM | #2 |
Join Date: Sep 2007
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Re: Reversing Skill Rolls
Ridiculous Luck, Area Effect (16 yards, +200%), Affects Others (8 targets, +400%) comes in at 360 points. It's only usable once every ten minutes (nowhere near every combat round, unless you opt for wall-clock time and play slowly). Luck doesn't really have the right effects, but the price should get you into the ballpark.
It doesn't really matter if the character is affected by the power because the player knows how it works. Presumably, when the ability is on, he'll deliberately try difficult and stupid things to accumulate as much of a penalty as possible to improve his chances. On the bright side, this will be wacky and chaotic-seeming (at least the first couple of times, until the players all know what's going on). The occasional observant or intuitive NPC might figure it out once in a while. But there's no real Limitation there. |
03-03-2019, 03:13 PM | #3 |
Join Date: Sep 2006
Location: Luxembourg
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Re: Reversing Skill Rolls
Seem massively overpowered for me, but ... could be interesting/fun.
No idea right now for the build/cost, I would need to be awake to think about it :) But if you want to avoid ridiculous behavior, make circumstances based bonus/penalties work as bonus/penalties no matter the way you roll. ie reverse them under chaos influence. Or else "I walk on my hands and shoot him in the head using my feet. skill 18-15, success on 3+" (and the nasty reverse "you try to walk in a straight line. DX at +10 for ultra-routine task. Failed by 10+, crit fail, you break a leg") Expect lot of improvised weapons and default use :) |
03-03-2019, 03:45 PM | #4 |
Join Date: Aug 2005
Location: Denmark
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Re: Reversing Skill Rolls
I don't think you can really build this. And I don't think you should, for the reasons the others mention.
A fundamental problem here is that he is not setting out to make a "chaos power" he is setting out for a mechanical effect. Ask the player what exactly he imagine the power to do? If the point is that it "switch peoples skills, so they become good at what they are bad at an reverse". Then it can be build differently than changing the core mechanics of the system. (For instance giving a bonus to those with low base-skill and a penalty to those with high base-skill). |
03-03-2019, 05:25 PM | #5 | ||
Join Date: Jun 2010
Location: Dreamland
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Re: Reversing Skill Rolls
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03-03-2019, 05:51 PM | #6 |
Join Date: Jul 2011
Location: Kansas City, MO
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Re: Reversing Skill Rolls
How about 2 linked afflictions. One effects those with relative skill higher than attribute and lowers it to same level below. Other raises skills with relative skill lower than attribute. Price based on campaign skill cap or likely cap.
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03-03-2019, 07:57 PM | #7 | |
Join Date: Jun 2010
Location: Dreamland
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Re: Reversing Skill Rolls
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Would it have to be linked? I think you could just put both on the same affliction, the individual parts already wouldn't affect the same person. Would Attribute Bonus/Penalty be the best way of doing it (with a sliding limitation on each level so it would bring it to the opposing number)? I didn't consider specifically the difference from attribute, that might make it more fun and let high value character still overall be better by letting attributes keep their value. |
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03-04-2019, 11:49 AM | #8 |
Join Date: Feb 2016
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Re: Reversing Skill Rolls
A more plausible version would be a form of linked Area Effect Cosmic Blessing and Cursing through Visualization that gives a variable result based on the probability of success. For example, it would give someone with an effective skill of 4 or less a +10 bonus and someone with a effective skill of 14 or higher a -10 penalty. Basically, an average person with 10 or 11 would be immune while everyone else would suffer.
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