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Old 06-28-2013, 02:15 PM   #21
Christopher R. Rice
 
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Default Re: [RPM] RPM and Afflictions

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Originally Posted by Onkl View Post
Burning (no incendiary, -10%) - for simplicities sake I just skip over this and say "cold"
Make a note somewhere. :-0


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Originally Posted by Onkl View Post
You're right, forgotten about duration, so this would work out to little more than a mere stun.

Ok, so I'll just have to note that on the spell, that the duration only affects affliction, but neither damage nor penalty.

Thanks!
Sure. Again, I don't know if that's RAW, but that is what I'd do. It is also what makes sense.
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Old 06-28-2013, 02:32 PM   #22
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Default Re: [RPM] RPM and Afflictions

2 cp

Duration and Damage could be Cursed Wounds that don't heal during that time period.
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Old 06-28-2013, 02:40 PM   #23
Christopher R. Rice
 
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Default Re: [RPM] RPM and Afflictions

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2 cp

Duration and Damage could be Cursed Wounds that don't heal during that time period.
You would add Cosmic, Unhealing damage (+100%) for +20 energy to the Damage modifier to do that.
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Old 06-29-2013, 12:17 PM   #24
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Default Re: [RPM] RPM and Afflictions

Thanks for clearing things up!
I have an additional question though.
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Exactly per the rules as if he had bought the Affliction himself, yes.
Does that mean that the subject only gets to resist with HT and not with HT OR Will as in MH36?

Finally if I added an area modifier to the ritual (Greater Transform Body, Affliction, Area, Weight, Duration, as in Onkls examples on the first page) wouldn't this mean that I just give the trait to everyone standing in the area? Because the modifier refers to the Ritual, not the trait given.

And could I use this mechanic to group buff the party?
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Old 06-29-2013, 02:39 PM   #25
Christopher R. Rice
 
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Default Re: [RPM] RPM and Afflictions

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Thanks for clearing things up!
Sure.

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Originally Posted by Gore View Post
I have an additional question though.
Okay.

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Does that mean that the subject only gets to resist with HT and not with HT OR Will as in MH36?
HT. You can modify the Affliction however you like though. So if you wanted to have the Affliction be resisted by Will, you'd add "Based on Will, +20%."

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Originally Posted by Gore View Post
Finally if I added an area modifier to the ritual (Greater Transform Body, Affliction, Area, Weight, Duration, as in Onkls examples on the first page) wouldn't this mean that I just give the trait to everyone standing in the area? Because the modifier refers to the Ritual, not the trait given.
Yes it would.

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And could I use this mechanic to group buff the party?
Keep in mind that you could only have one Greater Transform Body ritual active on aparticular person(s) at a time, per Monster Hunters 1 (p. 37).
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Old 06-30-2013, 04:23 AM   #26
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Default Re: [RPM] RPM and Afflictions

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One. It's all in a single spell. It's not multiple spells. He takes 1d of damage and is "frozen" for the Duration (which you are lacking here). Which does bring up the question can this spell be in the first place? You normally cannot combine Duration with Damage, BUT if you have a Affliction tied in as well how does it work? My gut says this could work but the Duration modifier ONLY works for the Affliction modifier.
That's completely fair. The intent of that rule is that the Duration modifier has absolutely no interaction with the Damage modifier (because playtesting showed that allowing them to combine becomes insanely broken) -- but if the spell had other aspects that would benefit logically from a Duration, go ahead and use both. Just know that the Damage component completely ignores the Duration component.
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Old 06-30-2013, 05:30 AM   #27
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Default Re: [RPM] RPM and Afflictions

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That's completely fair. The intent of that rule is that the Duration modifier has absolutely no interaction with the Damage modifier (because playtesting showed that allowing them to combine becomes insanely broken) -- but if the spell had other aspects that would benefit logically from a Duration, go ahead and use both. Just know that the Damage component completely ignores the Duration component.
Would you consider it legal to add the Persistent or Cyclic enhancements to damaging rituals? If so, how would you treat their duration? Personally, I'd allow both, and use their normal enhancement costs to determine how long they last (ie, 10 sec for Persistent, plus Extended Duration enhancement, rather than using RPM's Duration effect).

On a side note, I can never remember the exact rule for adding Enhancements to a Ritual's damage... is it +1 energy per +5% modifier? That would mean for +8 energy you could make an area attack spell continue for 10 seconds, or 30 seconds for a total of +12 energy. With the Cyclic enhancement, each 1-second cycle would cost +20 energy, which might be too steep, especially considering that GMs are advised to limit the modifier to attacks dealing 1d.

Last edited by vierasmarius; 06-30-2013 at 05:37 AM.
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Old 06-30-2013, 06:59 AM   #28
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Default Re: [RPM] RPM and Afflictions

Here ya go!
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Old 06-30-2013, 02:27 PM   #29
Christopher R. Rice
 
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Default Re: [RPM] RPM and Afflictions

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That's completely fair. The intent of that rule is that the Duration modifier has absolutely no interaction with the Damage modifier (because playtesting showed that allowing them to combine becomes insanely broken) -- but if the spell had other aspects that would benefit logically from a Duration, go ahead and use both. Just know that the Damage component completely ignores the Duration component.
The gut knows. -nods sagely- ;-)

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Would you consider it legal to add the Persistent or Cyclic enhancements to damaging rituals? If so, how would you treat their duration? Personally, I'd allow both, and use their normal enhancement costs to determine how long they last (ie, 10 sec for Persistent, plus Extended Duration enhancement, rather than using RPM's Duration effect).

On a side note, I can never remember the exact rule for adding Enhancements to a Ritual's damage... is it +1 energy per +5% modifier? That would mean for +8 energy you could make an area attack spell continue for 10 seconds, or 30 seconds for a total of +12 energy. With the Cyclic enhancement, each 1-second cycle would cost +20 energy, which might be too steep, especially considering that GMs are advised to limit the modifier to attacks dealing 1d.
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What Humabout said. Yeah, it can get crazy expensive for 1-second cycles but it can be worth it depending on what you are trying to do.
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