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#21 | ||||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#22 | |
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Join Date: Dec 2008
Location: Behind You
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And yes you can put immunity on an enemy or buff their stats to make resistance a certainty but then you are just taking a toy away from the player. Afflictions tend to be too cheap or too expensive. I don't have a good solution to the problem, but this has been my feeling on them in play and scenarios they come up, and the balance seems awkward. I'm going to give you an example of what irks me a bit. Let's say you want the ability buff people in your party. To give people in the party 1.0 additional speed, you're looking at 30 point affliction in general (10 points + 300%). Let's say I want to make it cost fatigue to do, like, let's say 4 fatigue for a nice round -20%. The afflication becomes 28 points. However, if someone wanted to buff themselves the same way, they don't have a 18 point buff, they have a 16 point buff. Somehow it's cheaper in the pool of balance for people to buff themselves than for someone else to do it? You're already paying 10 points, still have a resist roll, still have to hit the guy (Or get malediction) and somehow you are paying more for worse problems? And you could say "But you can give it to multiple people" but I've a limited pool of fatigue, so it's not like I could spam it! The costs just don't add up. I can give a bigger example, what if you add something that would make it impossible to keep someone constantly buffed, like "Takes Preparation" or something, you still end up with ridiculously priced buffs. And on the debuff side, I showed sleep, but someone could wake them up as pointed out. What about afflictions people can't just wake up out of? So to not trivialize a player who bought said afflictions, I can't simply make people immune left and right, and if I end up with high resist chances, I get to watch a player wait for their turn in a fight to see this as a GM: "I use my affliction." "They resist." "Ugh... 4th time in a row. Okay, I'll wait about 15 minutes for my turn to come up." And if I had to guess the problem, it's because of the hard line between success and failure. It'd be more interesting if it didn't last so long or had a lesser effect from things if resists happen. "You failed by 1, guess they'll be incapacitated by half the time..." or "You failed by 3, guess hey'll be incapacitated 1/10th the time" and success by could strengthen it. It's why I tend to hate save or die systems. There's no middle ground or variance in effect. |
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#23 |
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Join Date: Aug 2004
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#24 |
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Join Date: May 2013
Location: Ellicott City, MD
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You can always require Reduced Time 1/60 on any Afflictions that have combat use. This turns minutes into seconds, which is much less Save Or Die.
When it comes to Afflicting advantages, it's effectively a 10 point surcharge for the ability to boost multiple people. Limitations are meant to be bad at reducing the cost of Affliction, while all the Affliction-specific enhancements make it get really expensive. |
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#25 | |
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Join Date: Aug 2004
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| Tags |
| negated advantage, variable enhancement |
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