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Old 01-12-2015, 02:14 PM   #21
vicky_molokh
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Default Re: Why I don't like Affliction and Malediction

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Originally Posted by Anthony View Post
True. Something like the 10/2 pricing you mentioned would improve matters considerably. Reworking affliction completely (possibly into a special type of innate attack) also has appeal.
Reworking it into a special IA will probably help get rid of fiddly comparisons with Symptoms and Side Effects.
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Old 01-12-2015, 02:35 PM   #22
Anthony
 
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Default Re: Why I don't like Affliction and Malediction

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Originally Posted by vicky_molokh View Post
Reworking it into a special IA will probably help get rid of fiddly comparisons with Symptoms and Side Effects.
Well, at least that comparison is simple -- other than buffs (which aren't permitted for Side Effects and and don't work very well with Symptoms) you should just always use one of Malediction, Side Effects, or Symptoms.

My thought on how to do an Innate Attack variant on Affliction:

Affliction: 10/die
The Affliction power functions like an Innate Attack, except that rather than damaging hit points, it causes damage to attributes, advantages, or disadvantages. Each point (HP/10 for 20+ hit points) of penetrating injury will cause (effects worth +10% according to Affliction), with a duration of 1 minute, +1 minute per additional point of injury. You must predefine what your affliction does, but may include multiple categories based on total injury -- for example, a 'pain' affliction might grant Moderate Pain with 2 points of injury, Severe pain with 4, and Terrible Pain with 6.
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Last edited by Anthony; 01-12-2015 at 03:03 PM.
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