08-16-2020, 04:51 AM | #1 |
Join Date: May 2020
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Afflictions Below Level 1
In the creation of a specific Affliction, I've found myself with a bit of a conundrum resulting from the problems between GURPS' leveling for Afflictions and the amount of competency that I was looking for out of an ability.
I've been attempted to create an Affliction (With Malediction) that can lower the IQ of a target — using the Margin Based Enhancement from Psionic Powers that lowers the attribute by the MoS instead of a set value. However, this Affliction is being made as a leveled set (Effectively as a pre-packaged advantage for PCs to simply acquire without have to make it themselves). I intended for it to function from 1-8 levels in order to be in line with other pre-packaged abilities of this type, with Level 1 being quite low powered (Comparable to an amateur in the ability), Level 4 being competent, Level 6 being professional, and Level 8 being a Master. However, even at level 1 the Affliction is just far too powerful, causing around -3 IQ per roll when I was intending that level of competency to be around Level 7 or 8. This is really just because the Quick Contest was generally stacked in the favour of the Affliction-wielder here. As such I wanted to see about Affliction levels that actually bestowed a bonus (In a similar fashion to the Resistible Limitations); where as Level 1 in Afflictions (with Malediction) provides a Will vs HT + 1 - 1 Quick Contest, Level 0 would provide Will vs HT + 1 - 0 and Level -3 would provide Will vs HT + 1 + 3. I haven't found any good sources or discussions on this, so headed here in the hopes anyone had good ideas on how this should be priced. I've currently got two main ideas that are somewhat decent : 1. Treat each additional negative level as a -5% disadvantage similar to how Resistible does it / similar to a reverse of Reliable. 2. Halve the base point cost for each level below 1. Any thoughts on these or better solutions? |
08-16-2020, 06:12 AM | #2 |
Join Date: Jul 2009
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Re: Afflictions Below Level 1
One option for the low levels might be to swap "IQ -1, Margin-Based, +30%" for "IQ -1, +10%; Secondary IQ -1, +2%", meaning success does -1 IQ and success by 5+ raises that to -2 IQ.
Another might be to do some kind of fractional IQ penalty, margin-based, and round the effect down. Like "IQ -0.5, Margin-Based, +15%": success by 2 gives -1 IQ, 4 gives -2 IQ, etc. Technically there's also the Hard To Use limitation, on page 14 of GURPS Power-Ups 8: Limitations, but that's a really bad deal on an Affliction. |
08-16-2020, 09:30 AM | #3 |
Join Date: Jun 2013
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Re: Afflictions Below Level 1
This is actually RAW, in the form of Easily Resisted (PU8:13). It's a pretty bad deal if your Affliction has a lot of Enhancements and you aren't using Multiplicative Modifiers, however; even if not normally using Multiplicative Modifiers, you may wish to make an exception and use them here.
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08-16-2020, 12:48 PM | #4 | ||
Join Date: Aug 2018
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Re: Afflictions Below Level 1
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08-16-2020, 07:16 PM | #5 | ||
Join Date: May 2020
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Re: Afflictions Below Level 1
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Affliction 1 (IQ-1, Margin-Based 1/3, +10%) [11] costs the same as Affliction 1 (IQ-1, +10%) [11] yet seems worse since you've got a very good chance of getting no effect even when you win (0-2 MoS), but maybe that's cancelled out by the chances of getting extra bonuses on really good rolls (-2 of MoS 6 and so on)? As well, Affliction 2 (IQ-1. Margin-Based 1/2, +15%) [23] seems largely worse than just Affliction 1 (IQ-1, Margin Based 1, +30%) [13], being that Affliction 2 has no effect when beating by 1, so the -1 penalty to HT doesn't make much difference and after that you still only get a -1 every 2 more levels. It doesn't seem to end up being worth nearly double the points. Quote:
As well this also give a kind of weird interaction with higher levels, such as Affliction 2 (IQ-1, Margin-Based, +30%; Easily Resisted 1, -5%) [25] being functionally equivalent to Affliction 1 (IQ-1, Margin-Based, +30%) [13] with the added negative of working less against Magic Resistance. Is this just a side effect of most limitations being priced conservatively to prevent abuse or more of a signal that this should not really be used on Afflictions (Despite it at least being relatively clear that Easily Resisted should be applicable to them for me)? |
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08-16-2020, 09:23 PM | #6 | |
Join Date: Jul 2009
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Re: Afflictions Below Level 1
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08-16-2020, 11:11 PM | #7 |
Join Date: May 2020
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Re: Afflictions Below Level 1
I do see that now. I suppose I'll be looking into some of those rules as well, but thanks for the great input on the Enhancement itself.
Edit : As well, I did the same math that PK Explained for Margin Based for larger margins and it works out pretty much as detailed up above (Coming to about 17% for 1/2 and 11% for 1/3), so it seems to have good merit there. Last edited by ingeanus; 08-16-2020 at 11:27 PM. |
08-17-2020, 12:36 AM | #8 |
Join Date: Aug 2018
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Re: Afflictions Below Level 1
also when you max out Easy to Resist, if you still want to make it easier to resist there's some more options:
1) shorten the 1/2 D: shooting beyond that gives +3 to resist 2) give Armor Multiplier 2: that doubles the + resist that DR gives, or gives +1 to resist (akin to DR 1) to DR 0 guys |
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