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rstehwien wrote:First of all I like the new affliction power... resolved many "save or be taken out" effects I saw in 2e when I ran a couple years ago and nicely packaged many other powers. But as I was building out some villains, I realized that their 3rd degree affliction affects would never happened to my players unless: the affliction power had cumulative or progressive extras, the villain was higher PL, the villain made some attack/effect tradeoffs, and/or the targeted PC made some defense tradeoffs that make them weak against the affliction.


Elric wrote:I agree that Affliction seems a little weaker than Damage when Fort/Will are maxed to PL.
A solution: have typical values for F/W be about PL-2, not PL. More thoughts: viewtopic.php?p=719164#p719164



Paragon wrote:I don't believe the primary purpose of Affliction is to take people down; I suspect, just as in 2e, its big benefit is that the lesser steps are relatively persistent (they'll last more than one round as often as not) and do various things to impair the target. The commonest case with damage is now Dazed, which is only mildly impairing and not persistent.
Paragon wrote:Note also that there are incentives to trade Defense for Toughness, and its often a successful strategy; there's actually no real parallel strategy that's clearly a winner with Will and Fortitude, barring vagaries of individual campaigns.
XeviatJAG wrote:First off, I also noticed the similarity between Affliction and Damage. You may want to keep a "damage track" for each Defense if you go for what you're looking at, but be prepared for players to focus on learning a target's weakest Defense and then power stunt everything so they can attack it.
XeviatJAG wrote:One thing Affliction has going for it that Damage doesn't is that Affliction has that nifty "Cumulative" extra. With Damage, two Dazes doesn't equal a Staggered, but for a +1/rank extra, Affliction can. This makes Affliction easier to bring to its 3rd step.
XeviatJAG wrote:An interesting side effect of the Damage nearly equals Affliction observation is that it allows one to alter the afflictions within Damage. It is something I am doing for my games, changing the conditions of damage for different damage types and descriptors.

rstehwien wrote:Elric wrote:I agree that Affliction seems a little weaker than Damage when Fort/Will are maxed to PL.
A solution: have typical values for F/W be about PL-2, not PL. More thoughts: viewtopic.php?p=719164#p719164
I'd rather keep the attack/effect defense/resistance tradeoffs exactly as they are now; it makes it so easy for me to run the game on the fly (see below). I'd rather have Affliction be more in line with Damage.


Elric wrote:rstehwien wrote:Elric wrote:I agree that Affliction seems a little weaker than Damage when Fort/Will are maxed to PL.
A solution: have typical values for F/W be about PL-2, not PL. More thoughts: viewtopic.php?p=719164#p719164
I'd rather keep the attack/effect defense/resistance tradeoffs exactly as they are now; it makes it so easy for me to run the game on the fly (see below). I'd rather have Affliction be more in line with Damage.
Easy solution: change DC of Affliction to 12+rank, everything else left the same.






Kariggi wrote:The guy with Mind Control in my game has been moaning about this incessantly, he's useless, his power is useless, he can't effect anyone...and he did take cumulative, and progressive.
Now he did take the ability below PL (PL 8 same as Grodd the game is PL 12), so even guys with well below PL will are not being effected with a good roll. He complains mental abilities are too expensive because "who wouldn't take them with ...cumulative, progressive, perception (range)", and that the guys who just do damage are just better than him (of course they are all at PL or PL shifted).




rstehwien wrote:Paragon wrote:I don't believe the primary purpose of Affliction is to take people down; I suspect, just as in 2e, its big benefit is that the lesser steps are relatively persistent (they'll last more than one round as often as not) and do various things to impair the target. The commonest case with damage is now Dazed, which is only mildly impairing and not persistent.
Many of the 2e afflictions were save or be "taken down" which is why I like the

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