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Old 10-23-2010, 01:19 AM   #31
roguebfl
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Default Re: Affliction level costs

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Originally Posted by Gurps Fan View Post
That's an old news. Since 2005 (Powers, p. 109), Reliable has become a generic enhancement, not Warp-specific. At that time, Kromm introduced the counterpart of Reliable that's named Hard to Use (Powers, p. 107), which is priced at -5% per -3. Kitty-chan is suggesting "Easily Resisted, -5% per +1 (thus, -15% per -3) on the victim's resistance", but isn't it too big a limitation yet less disadvantageous than Hard to Use? My point is this.
For starter Hard to use effects your rolls to use the power. "Easily Resisted" affects the target opposed rolls.
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Old 10-23-2010, 08:29 PM   #32
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Default Re: Affliction level costs

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Originally Posted by kirbwarrior View Post
Why not simple -5% Resist+2?
If I were the designer, I'd exchange prices between Hard to Use and Easily Resisted.

Hard to Use: -5% per -1 on the user's activation roll.
Easily Resisted: -5% per +3 on the victim's resistance roll.

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Originally Posted by roguebfl View Post
For starter Hard to use effects your rolls to use the power. "Easily Resisted" affects the target opposed rolls.
Yes, and I'm aware of that (see this post). My point is that Easily Resisted should be a smaller limitation than Hard to Use, because suffering penalties on the user's activation roll is generally more disadvantageous than granting the victim a resistance bonus.
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Old 10-30-2010, 06:26 PM   #33
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Default Re: Affliction level costs

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Originally Posted by Anthony View Post
but 4p/die is likely fine.
Surely pentaphilia demands this be [5]/level?
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Old 10-30-2010, 07:10 PM   #34
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Default Re: Affliction level costs

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Surely pentaphilia demands this be [5]/level?
Nah, Afflictions are usually metabolic and thus Toxic.
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Old 10-30-2010, 08:47 PM   #35
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Default Re: Affliction level costs

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Originally Posted by Gurps Fan View Post
My point is that Easily Resisted should be a smaller limitation than Hard to Use, because suffering penalties on the user's activation roll is generally more disadvantageous than granting the victim a resistance bonus.
I disagree. Hard to use is based on the attackers ability and is often bought up to compensate.
Easily Resisted is giving the defender an edge and there is little to no control you have over that. Also the margins are different. So a few points on resistance is often more significant then a few points on using an ability.
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Old 12-12-2011, 09:12 AM   #36
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Default Re: Affliction level costs

Has anyone used the #/level version with effects as per Innate Attack & Side Effect? Is 4/ level good?

Would an example of this change be: Electrolaser Pistol HT-4 (2) aff becoming Electrolaser Pistol 5d (2) aff. And, Range aside, that'd be 30cp as an ability? Is the RAW 75cp?
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Old 12-12-2011, 09:18 AM   #37
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Default Re: Affliction level costs

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Originally Posted by Rev. Pee Kitty View Post
(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 . . .)
Why can't you?
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Old 12-12-2011, 09:49 AM   #38
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Default Re: Affliction level costs

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Why can't you?
No point in the GURPS system as it stands today allows limitations on skills. Or enhancements. There are rules for "stunting" temporary enhancements onto spells, but that's a parallel of the stunt rules from GURPS powers and the Psionic Powers power techniques rules, not a parallel of just "buying enhancements" on your spells.

No permanent enhancement rules, and no limitation rules at all. So. You'd really be going off into Ye Uncharted Territory.
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Old 12-12-2011, 09:55 AM   #39
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Default Re: Affliction level costs

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No point in the GURPS system as it stands today allows limitations on skills. Or enhancements. There are rules for "stunting" temporary enhancements onto spells, but that's a parallel of the stunt rules from GURPS powers and the Psionic Powers power techniques rules, not a parallel of just "buying enhancements" on your spells.

No permanent enhancement rules, and no limitation rules at all. So. You'd really be going off into Ye Uncharted Territory.
Quote:
Originally Posted by Basic Set, Page 102, section: Enhancments
You can apply enhancements to advantages, and more rarely to basic attributes and secondary characteristics. The GM might even permit specific enhancements on certain skills, but this is difficult to justify unless the skill functions much as an advantage (which is sometimes true of racially innate skills possessed by nonhumans).
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Originally Posted by Basic Set, Page 101, section: Modifiers
A modifier is a feature that you can add to a trait – usually an advantage – to change the way it works. There are two basic types of modifiers: enhancements and limitations. Adding an enhancement makes the underlying trait more useful, while applying a limitation attaches additional restrictions to your ability.
Quote:
Originally Posted by Basic Set, Page 565, section: Glossary
trait: A character “building block” that affects game play and costs character points to add, modify, or remove. Includes attributes, secondary characteristics, advantages, disadvantages, quirks, skills, and techniques.

Last edited by NineDaysDead; 12-12-2011 at 10:06 AM.
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Old 12-12-2011, 10:16 AM   #40
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Default Re: Affliction level costs

I'm really fine with higher levels of Afflictions being 1/5 of the initial cost. Having each level cost the same was obviously broken, as no player ever took more than one level and even when I added it to NPCs, I felt dirty and inefficient when doing so. Compared to Malediction and the relatively cheap way to ramp up effective skill with Talents and/or Skills For Everyone, I think it's fair enough.
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