10-23-2010, 01:19 AM | #31 | |
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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10-23-2010, 08:29 PM | #32 | |
Join Date: Jan 2005
Location: Japan
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Re: Affliction level costs
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. Quote:
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Gurps Fan, a rules lawyer from the mysterious country of ninja, samurai, and magical girls, the inventor of M.U.N.C.H.K.I.N. |
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10-30-2010, 06:26 PM | #33 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Affliction level costs
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10-30-2010, 07:10 PM | #34 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Affliction level costs
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10-30-2010, 08:47 PM | #35 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Affliction level costs
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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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12-12-2011, 09:12 AM | #36 |
Join Date: Feb 2006
Location: Not in your time zone:D
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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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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes Last edited by jacobmuller; 12-12-2011 at 09:19 AM. |
12-12-2011, 09:18 AM | #37 |
Banned
Join Date: Aug 2004
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Re: Affliction level costs
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12-12-2011, 09:49 AM | #38 |
Join Date: Sep 2004
Location: Canada
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Re: Affliction level costs
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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12-12-2011, 09:55 AM | #39 | ||||
Banned
Join Date: Aug 2004
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Re: Affliction level costs
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Last edited by NineDaysDead; 12-12-2011 at 10:06 AM. |
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12-12-2011, 10:16 AM | #40 |
Join Date: Mar 2006
Location: Iceland*
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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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