So, my previous article on Side Effect provoked some interesting discussion. There's nuance that I missed, and people were kind enough not to call it out directly on the blog (though by all means!), but the broader point still stands: you can build Side-Effects into simple Innate Attacks for what often amounts to a cheaper and better Affliction than the Affliction advantage. Malediction often does the same too: rather than take a bunch of levels of Affliction, you can take Malediction and take a bunch of levels of Talent or the controlling Attribute (Will, I believe) and get the equivalent to more Affliction.
So what? What am I going to do about it? See, if we're talking the broader context of GURPS, I'm mostly just tossing it in the general direction of the complaints box for if Kromm ever gets around to a 5th edition. But with Psi-Wars, I've already adjusted costs. Sure, I mutter about it and complain mightily about the complexity costs of adjusting everything, but I've done it. So why not do it again?
The arguments for tend to go along these lines: Ultra-Tech weapons deal pretty hefty damage for cheap, which reduces the utility of buying that damage as an advantage, thus the cost should be lowered. By the same token, Ultra-Tech weapons inflict afflictions for cheap, which reduces the utility of Afflictions, thus their cost should also be lowered. If you can inflict Agony on someone with a cheap neurolash baton, why should Agony still be full price as an affliction?
The counter-arguments tend to go like this: changing afflictions means people have to know the specifics of your new rules (but that's already true for other elements); you'd have to reprice tons of traits in Psionic Powers (but we already to that!); and you lose compatibility with RAW (but at this point, Iteration 6+ Psi-Wars has the same relationship with GURPS that the DFRPG or other "powered by GURPS" works have, which is that they use those rules, but aren't afraid to adjust them). However, the most compelling argument against that I can think of is that there are weird edge cases where afflictions can do things that ultra-tech cannot, like resurrect people, give them cool powers, take psychic powers away, etc. What do you do with those weirdly specific edge cases? For example, Neutralize seems priced around Affliction, as a broadly capable Affliction that removes whatever power the target has. If I reprice Affliction, should I reprice Neutralize? Where does it end?
I don't really have a good answer there. But I would like to explore what a fair price for Affliction would be if I followed the logic of repricing it.