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#31 |
Join Date: Aug 2008
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That's a good indication that you're on the right track. At this point, my only concern is that your using a linear pricing scheme for something (your dodge chance on 3d) that isn't linear. But then again, this pops up fairly often in other places like the Reliable enhancement or the Obscure advantage. While I don't like it being lumped in with IT (just call it Blur and make it its own advantage), I'd say run with what you have!
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#32 | |||||
Join Date: Jun 2013
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Most certainly not. Attack Evasion means attacks miss you because of IT:Blur. A sensory-based IT:Blur is going to cause attacks to miss you - not hit but fail to injure you (as the default IT:Blur does).
Some confusion may be from the fact that the baseline for IT:Blur has changed from the first post - for its price, IT:Blur should be no more effective than IT:DR, so the base version doesn't cause attacks to miss, it just prevents them from causing (direct) Injury. Quote:
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You're probably right that this should be considered its own Advantage, rather than linking it to Injury Tolerance, even though it's been built off IT:DR. I'll keep calling it IT:Blur for now, however. |
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#33 |
Join Date: Jun 2010
Location: Dreamland
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Basing it of IT:DR seems mechanically sound (I like simply calling it Evasion or IT:E). I'm not sure it's an entire +100% to affect everything, though, maybe 50-70%.
On a related note, that means 'affects everything' would be the same price (whatever it is) on normal IT:DR. I wonder if it makes Agony into Pain, or makes it last half as long, or... |
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#34 | |
Join Date: Jun 2013
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As far as naming, another occurs to me that probably gets the point across a lot better than Evasion, Blur, or similar - Injury Tolerance: Damage Negation (IT:DN). Not sure how well I like that, however. "Affects Everything" doesn't really make sense on normal IT:DR, IMO. I mean, I could see it impacting the way corrosion damage affects DR, affecting knockback, and affecting how readily things get set on fire, but the rest doesn't really make sense to be halved or whatever. I'd eyeball it as +10% to affect one follow-up effect (Knockback, Side Effect, etc), +20% to affect all of them (Afflictions, Binding, Grappling, etc don't translate well to IT:DR but would make up the remaining 30%). |
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Tags |
injury tolerance, insubstantiality, powers |
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