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Old 10-21-2011, 05:32 AM   #1
Adelus
 
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Join Date: Jul 2007
Default Re: Dodge-able, Irresistible Afflictions

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Originally Posted by Ketsuban View Post
Applying the same -10 modifier to two separate dice rolls (the attack and the Quick Contest) renders the spell severely unhelpful. I suggest applying the principle from p B492 - when any rule gives a silly result, follow common sense instead. Only apply the range modifier to the attack, since that's the bit that's affected by range.
Alright, I can see this making sense. You are already limiting it by just requiring another roll to hit and a chance for the opponent to dodge. Applying the same penalties to the QC might be seen as particularly cruel.

Taking 1/2D 10 and Max 100 as the base for this altered Malediction 2, we could just rule out applying the range penalties to the Will roll by fiat since we're getting the range penalties applied to the attack roll.

However, its a lot easier to get those penalties on the attack roll removed through actions like Aim and having access to advantages like Telescopic Vision, so I'm not sure its entirely fair to simply write off the penalties either.
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Old 10-21-2011, 09:02 AM   #2
Bruno
 
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Default Re: Dodge-able, Irresistible Afflictions

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Originally Posted by Adelus View Post
However, its a lot easier to get those penalties on the attack roll removed through actions like Aim and having access to advantages like Telescopic Vision, so I'm not sure its entirely fair to simply write off the penalties either.
It's also a lot easier to run into situations that give you penalties too - lighting, bad/obscuring weather, footing, target size and speed, and so forth all impact To Hit rolls and don't impact Malediction-based Quick Contests. Heck, the base Malediction doesn't even require line of sight/line of fire to the target - your to-hit roll will.
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affliction, cosmic, damage resistance, irresistible attack, malediction


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