[Afflictions] self control reduction
I am playing with some sanity mechanics at the moment and I was wondering about prices for afflictions that reduce the targets self control number(s) for disadvantage(s) if any.
I would think it would be a couple of points for the effect on the average person..... but I'm not sure. |
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Re: [Afflictions] self control reduction
So the highest point value of a disadvantage with a self-control modifier is -15 (I think), a 15 or less halves the value, 12 or less is the listed value, 9 or less is 1.5 times value, and 6 or less doubles it.
That says to me that each +3 to self control is worth about 15 points. Thus each +1 to self control is worth 5 points. So for an affliction that would give you a +50% modifier (advantages are worth +10% per point since this is worth 5 points per +1 it's worth +50%). For -1 to self control rolls, use the same logic, except that it would be like afflicting a disadvantage, so +5% per -1. But that would be for a single disadvantage you'd specify. Something like "Affliction 1 (Self Control Rolls +3, Lecherousness, +150%) [25]" So, to get around that I'd apply a multiplier of around x5. Thus each +1 to Self Control rolls is worth +250% and works on all disadvantages, while each -1 to Self Control rolls is worth +25%. Where did I get the number? I poked at GURPS Power-Ups 4: Enhancements (p. 5) and the rules for Variable Enhancements. If we figure out how many disadvantages there are with self-control rolls (40) and map it against how many disadvantages there are total in the Basic Set (227) then we get a good percentage for calculating the value of an Accessibility: 0.1762114537. Rounding that to 18% we get a limitation value of -35%. But that's too low. Looking at the values for Trait-Limited limitations for Modular Abilities (GURPS Powers, p. 64) we see that Modular Abilities that only work for something as narrow as Languages is worth -50%. That's much closer. Thus "Variable Enhancement (Accessibility, Only Negated Advantage for disadvantages with Self-Control rolls, -50%)" is worth +50% per point of enhancements you can add. Since +1 to self control rolls is worth 5 points that gives us a value of +250% or 5x the value above. I'm sure that new books adding new traits could be counted, but the Basic Set is a good guideline to use and less fussy. TL;DR Each +1 to a specific disadvantage's self-control rolls is worth +50%, while each -1 is worth +5%. Multiply these values by five if it works on all disadvantages. |
Re: [Afflictions] self control reduction
Thanks for that, very much appreciated.
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Re: [Afflictions] self control reduction
I'd do this differently.
I'd say the value of this limitation depends on the self control roll it affects. Im basing this off of pact. Where the advantage is tied to self inflicted mental disadvantages. Each point gives 1 %. I'd say that if using your advantages lowers your self control roll on one or several disadvantages Then the limitation is based on the new value of the disadvantage. But not the full value. For example if a 15 point disadvantage has an option of doubling that with a self control roll of less than 6 Than as a limitation it's worth 15 %. Not 30% This is because the disadvantage is only lowered some of the time not all of the time. Now the next thing to deal with is time. I'd work out something like this. Self control roll is reduced for : 1 hour x.5 1 day x1 3 days x1.5 1 week x2 Or something similar |
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SC15 = -7.5 SC12 = -15 SC9 = -22.5 SC6 = -30 That says to me that each +3 to SC is worth about 8 points. |
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Yeah, going from an unknown number start to SC15 averages 15 points [less, since the real span is 0 to 22.5], but you were only talking about going from 12 to 15. Or 6 to 9. Or... you get the idea. And any one +3 step is always 8 (7.5...) points. |
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1) The cost to get a self control roll on an existing disadvantage from any arbitrary beginning number to a roll of 15 costs an average of 15 points. That's where your 15 points is coming from, trying to take any starting value and turn it into a 15. 2) Changing a self control roll by a fixed amount has a fixed cost. Every step in a disadvantage with a self control roll has the same cost as every other step, and changes the self control roll by the same amount, 3. Going with the most expensive -15 costs disadvantage costs, that's 7.5 per step, or (7.5 / 3) 3 points per +1. If you're trying to afflict a character to have a particular self control roll, approach 1 makes sense. If you're just trying to give a +1, I just don't see why you're doing it. |
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