11-09-2020, 12:32 PM | #11 |
Join Date: Aug 2018
|
Re: Affliction: Energy Reserve
|
11-09-2020, 12:40 PM | #12 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
Re: Affliction: Energy Reserve
Maybe. I don't like it, but I couldn't tell you why.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
11-09-2020, 12:52 PM | #13 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
Re: Affliction: Energy Reserve
Quote:
Yeah, that seems like the natural solution. I looked to see if healing worked on FP, I don't see a modifier that will do that, and regeneration for ER only in useful timescale is far too expensive for what we want to do.
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
|
11-09-2020, 05:37 PM | #14 | ||
Join Date: Aug 2018
|
Re: Affliction: Energy Reserve
Looking at P119 since it doesn't actually give names to the variations of Special Recharge, I'm thinking we could rename the -80% version "Bleeding Special Recharge" and I guess -70% version "Unbleeding Special Recharge".
That or maybe not have a -80% version and just make "pool loses 1 per second" a -10% standalone limitation. Allowing that on the Slow-Recharge or Fast-Recharge things is probably fine. 1 per second is like regeneration: very fast (ER only -0%) [100] and shutting down something like that would be worth -100% as a Temporary Disadvantage, so -10% is probably kinda underpriced, especially since it's not just effectively cancelling out that level of regeneration, but also making you lose points gained via other means like leech / absorption DR Might want to splurge for Malediction 1 so consenting allies can opt to forgo resisting it. Can make that cheaper by taking "Easy to Resist" or "Increased Immunity" limitations if forcing ERs on non-consenting targets is not of any importance to you. Quote:
1/3 of that would be 60 seconds, not 30. I think if you want 30 sec it'd be 1/6 duration for -15% - - - As for "until they use the ER", I don't know if you're allowed to do that? Technically I think they should be forced to keep the advantage (an empty ER which might be rechargeable via special means) until the duration is up. PU8p18 "Terminal Condition" might possibly give what you're describing though? You could take this limitation on Affliction. "enemies can end your ability’s ongoing effects with a simple act" is normally how that works... Enemies can't usually empty someone's ER easily though. I had a thread before highlighting how neither Fatigue Attack and Leech FP could technically target and ER, for example, but even if they could, enemies with such exotic abilities are probably kinda rare. So this would probably fall under the "if the condition is difficult to arrange even if known" set of pricing. "special effect" (-0%) for "arcane enough to require research" is probably an easy way to opt that in. Presumably the user of Affliction knows about the Terminal Condition and could instruct his allies that by depleting ER they can terminate the ER, which is important to know for example if you want the ally to stop being detectable as magic/enchanted. Enemies OTOH you could avoid telling so they have no way of prematurely ending it and not registering as magic. Quote:
I think the math might go a lot smoother if we just avoided rounding the CP cost of ER. It always feels wrong to round at multiple levels. 30% of 3 is 0.9 so maybe we just price the Affliciton: Advantage enhancement at 9%/level? |
||
11-09-2020, 06:48 PM | #15 |
Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
|
Re: Affliction: Energy Reserve
This reminds me of Destiny of the Darksword. There's one magic user that provides mana to other magic users.
__________________
I'm a collector, not a gamer. =) |
11-10-2020, 09:41 AM | #16 | ||||||
Join Date: Oct 2010
Location: earth....I think.
|
Re: Affliction: Energy Reserve
Quote:
Quote:
Quote:
Quote:
Energy Share 9 = Affliction (HT; Advantage, Energy Reserve 9, +90%; Fixed Duration, +0%; Reduced Duration 1/3, -10%; Increased 1/2D, 10x, +15%; Reduced Range 1/10, -30%; PM, ‑10%; Cost ER 9, -45%) [11] The cost of each "level" as an A.A. is 2cp, so having this ability at level 8 means having ES 1-7 each as an A.A. costing 14cp plus ES 8 costing 10.5 round up to 11. 14+11 = 25cp ES 9 is the same, ES 1-8 as A.A., costing 17* plus ES 9 which is 11cp. 17 + 11 = 28cp * I realized I messed up the cost a little. I will edit original post to reflect it. ES 10 is weird, on its own, cause the ER cost is the same as in ES 9 but the FP cost still goes up (From 9 to 10 costing -50%). Quote:
Quote:
Cost per level, separated using the above: Energy Share 1 = 6.9 = 7 Energy Share 2 = 7.3 = 8 Energy Share 3 = 7.7 = 8 Energy Share 4 = 8.1 = 9 Energy Share 5 = 8.5 = 9 Energy Share 6 = 8.9 = 9 Energy Share 7 = 9.3 = 10 Energy Share 8 = 9.7 = 10 Energy Share 9 = 10.1 = 11 Energy Share 10 = 10.5 = 11 Energy Share 11 = 10.9 = 11 Actual cost for each "level": 7/10/12/15/17/19/22/24/27/30/33 |
||||||
11-10-2020, 11:51 AM | #17 | |||||
Join Date: Aug 2018
|
Re: Affliction: Energy Reserve
Quote:
Quote:
What if we combined "Partially Limited Abilities" w/ "Limited Enhancements" to make "Partially Limited Enhancements" ? Basically we somehow work the "Laser Lad logic" on leveled enhancements instead of abilities. I'll need to come back to this once my brain's awake enough for that math. Quote:
Quote:
Although... you might need that anyway if the ER starts out empty. I'm kinda curious about that. If afflicted ER doesn't begin empty then how exactly do we model Powerstones as Sorcery? Is that some kind of limitation to afflictions of depleteable pools if all points/shots begin at 0% instead of 100%? It'd be easier with a "begin empty" model because for stuff which does begin full like a Manastone you could just have some kind of "one-use-ever Charge Powerstone" built into the creation. Quote:
|
|||||
11-11-2020, 11:55 AM | #18 |
Join Date: Aug 2004
Location: Helsinki, Finland
|
Re: Affliction: Energy Reserve
Would it actually break anything to apply the variable FP cost logic from Powers 101 to this, but instead of tying it to the level of Affliction, tie it to the level of ER afflicted upon the target?
Like, if you have up to 5 levels of ER, then you’d get (5+1)/2 = 3 levels of costs Fatigue (or Costs ER) and state that it costs 1 FP (or ER) per point of ER that you try to afflict upon your target. Presumably you would also need to take Variable at +5% as Affliction is an attack. Of course, it’s a house rule to have the Variable affect an enchantment (The "payload" of Affliction, at least) of advantage, instead of the level of advantage, but on the face of it, I’d be willing to allow it as a GM, can anyone spot problems with it when used in this type of way?
__________________
[/delurk] AotA is of course IMHO, YMMV. vincit qui se vincit |
11-11-2020, 01:04 PM | #19 | ||
Join Date: Aug 2018
|
Re: Affliction: Energy Reserve
Quote:
This would be a very cool concept for a LOT of tiered enhancements, like being able to pump in FP (or even other leveled limitations like Inaccurate, Extra Time) for extra effect. I think the key to being able to use the P101 rules for it would be: To be able to use this approach with a larger group of modifiers might require some math fudging to figure out what their effects would be at equidistant intervals. Quote:
Flipping enhancements off falls under Selectivity. You raise an interesting question though, if Selectivity can just partially flip off a leveled enhancement. Like for example If you have (B102) a level 2 area effect enhancement (+100% for 4 yards) we know Selectivity can flip it off entirely (no AE at all) but could it just reduce it to a level 1 area effect (+50% for 2 yards) instead? If yes (I'm thinking yes, but just don't know a text/forum example of this being mentioned) then it would seem okay to also allow this for Selectivity to allow partial application of leveled enhancements too: 1) like for example if you have "Attribute Penalty, -2 to IQ, +20%", allowing just a -1 to IQ to be chosenOf course, it’s a house rule to have the Variable affect an enchantment (The "payload" of Affliction, at least) of advantage, instead of the level of advantage, but on the face of it, I’d be willing to allow it as a GM, can anyone spot problems with it when used in this type of way?[/QUOTE] |
||
11-12-2020, 03:45 AM | #20 |
Join Date: Aug 2004
Location: Helsinki, Finland
|
Re: Affliction: Energy Reserve
Selectivity at +10% allows you to change off or on all of the various enhancements of the ability.
I'd propose "Variable Affliction Payload" as a +5% enhancement that lets you vary the level of enhancement in the Afflictions payload ability, similar to how Variable enhancement allows you to vary the level of an attack ability. This would clean up a lot of builds that are currently done as Alternate Abilities, like some in this thread.
__________________
[/delurk] AotA is of course IMHO, YMMV. vincit qui se vincit |
|
|