Quote:
Originally Posted by VIVIT
The problem with putting Melee Attack and Malediction on the same ability is that that means, both by RAW and diegetic common sense, the user should need an attack roll and the target should get a defense roll before the Quick Contest even happens, and this major drawback is completely unrepresented in the ability's point cost. Melee Attack (−30%) alone can't possibly cover the difference.
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So what's the appropriate modifier for a malediction with no range that can be dodged but will continue until you finally touch your victim?