10-01-2016, 11:18 AM | #31 | |
Join Date: Dec 2006
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Re: inflicting advantages with negative limitations
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For an afflicter with effective skill 15 An HT 15 person: 1. Becomes afflicted ~5% of the time (defender wins ties, and the affliction only works 50% of the time anyway) 2. Tends to have beneficial afflictions last about 5 minutes longer. An HT 5 person 1. Basically does not resist hostile afflictions 2. Tends to have benificial afflictions last there normal duration. For an afflicter with effective skill 10 An HT 15 person 1. Resists 90% of afflictions 2. Is successfully afflicted about 85% of the time An HT 5 person 1. Gets afflicted ~50% of the time 2. is successfully afflicted about 50% of the time. Positive HT for someone who can actually reliably afflict does not really affect the CHANCE of affliction- for an afflicter who is hit and miss to begin with finds a healthy person easier to afflict; but for an afflicter who can reliably afflict- its just bonus time. Failure of the afflcited to assist the effect does not SUBTRACT from the afflicters skill. |
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10-01-2016, 11:46 AM | #32 | |
Join Date: Jun 2013
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Re: inflicting advantages with negative limitations
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10-01-2016, 03:04 PM | #33 | |
Join Date: Dec 2006
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Re: inflicting advantages with negative limitations
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If you want to afflict something with costs 16 FP, you must ALSO purchase an attack that does 16 FP and link it to the affliciton, the affliction only works if the attack consumes the FP to 'power' it. Thus you have paid MORE than the cost of doing 16 FP damage to have it afflict an advantage, but less than the cost of having the unmitigated advantage. Example Afflict warp: Warp [90], this lets you teleport people against there will- but you would like to make this draining Afflict: Warp (costs fp 16) [26] can't exist by itself, and must be paired with Fatiguing attack So: Afflict: Warp (costs FP 16) (link +10%) [29] Fatiguing attack 4.5 <averages 16 damage> [45] Total cost is 74, This IS cheaper than just warp, but now has 'double clutch' issues (IE the fatiguing attack must drain the 16 fatigue to power the warp, and if either fails the combined effect fails)- but you can use this to helpfully teleport your allies, or hurtfully harm your foes while simultaneously teleporting them. I think that the double-clutch issues make up for the slight discount, and are otherwise a valid example of linking attacks. |
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10-01-2016, 07:25 PM | #34 | |
Join Date: Jun 2010
Location: Dreamland
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Re: inflicting advantages with negative limitations
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10-02-2016, 01:53 AM | #35 | |
Join Date: Nov 2012
Location: Australia WA
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Re: inflicting advantages with negative limitations
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I completely disagree with this however. GURPS runs on the belief that you should never be stripped of your chance to resist an affect, hence the absolute banning of it even from Cosmic Enhancements. If you're unconscious or unaware of an attack, then I would simply assume that you're always trying to resist (or give the player the option, but not tell them anything about the source or the effects). |
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Tags |
afflicting limitations, affliction, balance, illusionary form, limitation |
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