10-22-2010, 06:58 AM | #11 |
Join Date: Nov 2009
Location: Oregon
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Re: Affliction level costs
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10-22-2010, 12:50 PM | #12 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Affliction level costs
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(And it's only a limitation on Magery because what else are you going to limit? You can't exactly throw limitations on the spells themselves . . .)
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10-22-2010, 01:20 PM | #13 | |
Join Date: Jun 2010
Location: Dreamland
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Re: Affliction level costs
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Should I apply Easily Resisted to each individual ailment (or can I?)? |
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10-22-2010, 01:21 PM | #14 | ||
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Affliction level costs
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The other issue with having cheap levels for affliction is that the rule of 16 doesn't apply. Someone with a 16+ resisting stat is basically never going to be below around 50% vs a malediction, but affliction has no such limitation. On the other hand, regular afflictions can be dodged and maledictions can't, so that may even things out. Last edited by Anthony; 10-22-2010 at 01:27 PM. |
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10-22-2010, 01:31 PM | #15 |
Join Date: Jun 2010
Location: Dreamland
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Re: Affliction level costs
Honestly, from what i've seen, the rule of 16 should be changed so that your effective skill can't be higher than theirs if their will(or whatever) is 16 or higher... Unless they changed that in 4th...
You're right, Stunning is what needs to be changed. |
10-22-2010, 02:35 PM | #16 |
Join Date: Nov 2009
Location: GMT-5
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Re: Affliction level costs
I like that this topic keeps coming up. Affliction is common enough that an improved pricing scheme for it would be a worthwhile amendment.
After reviewing this and the other related threads, I'm favoring: Level 1: 10 points Levels 2+: 5/level for levels that increase penalties to resist and recover from 2/level for levels that increase penalties to resist only Does anyone see any reason why this may not work? |
10-22-2010, 03:46 PM | #17 |
Join Date: Sep 2004
Location: Orange County, VA
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Re: Affliction level costs
The best "pricing scheme" for Affliction is simply Malediction. Combine with a power modifier and increased will, and you have a power that has an increased chance of working without being able to generate a crippling power that is guaranteed to work.
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10-22-2010, 03:59 PM | #18 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Affliction level costs
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And how do you thin Reliable became an general advantage modifier in Powers when it was a special advantage modifier on Warp in Basic? |
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10-22-2010, 04:07 PM | #19 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Affliction level costs
There are so many ways to "fix" it, I'm not sure which is best. Part of me likes 10 + 3/level and simply taking the penalty off recovery rolls.
Part of me thinks that maybe we should just define a per-die cost, as with Innate Attack, and require the Affliction roll to exceed DR and cause a HT roll at -1 per 2 points penetrating, as with Side Effect. That way, Affliction 1d would work against unarmored normals, Affliction 10d would be enough to zap most humans with HT 1-20, and you could go nuts with Affliction 10d(10) or 100d or whatever to stun guys in battlesuits. And of course the countless places where the rules get all complicated and have to approximate Affliction levels with damage dice would go away. And Absorption could work vs. Affliction. But the latter would likely be full of puzzles, too, starting with "What's a fair cost per die?"
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10-22-2010, 04:32 PM | #20 | |
Join Date: Jun 2010
Location: Dreamland
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Re: Affliction level costs
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