Would Affliction with Attribute Penalty for Will without damaging IQ cost the same as Affliction for IQ penalty?

Suppose you have a telepath who wants to be able to soften up the resistance of targets with high willpower. The plan is to reduce the target’s will score and then hit the target with Mind Probe or Mind Control.

This telepath might be interrogating stalwart warriors with IQ 9 and Will 16. To speak a language requires an IQ of 6. Thus the telepath does not want to reduce IQ very low. Ideally, the affliction should sap the target’s Will without affecting IQ.

A possibility might be to use Affliction with Attribute Penalty. Presumably the cost for a penalty to Will would be the same as the cost for a penalty to IQ. I presume the Cumulative modifier would be necessary to make the effects stack.

Affliction (-1 to Will) level 1= 10 pts: Malediction/Ranged +190%, -1 attribute penalty +10%, Cumulative +400% Based on Will +20% =72 points

It would be much more expensive to use a version of Leech that saps Will instead of IQ. Presumably this would cost as much as a version of Leech that saps IQ.

Leech (drains Will) level 1 =25 pts: Malediction/Ranged +190%, Affects Will +300%, only heals FP -20%, Based on Will +20% = 148 points

Question: Is it reasonable to have an attack to Will cost the same as an attack to IQ?

What is the cost of magic armor over the cost of mundane armor?

In my current campaign the DM is allowing us to use a pricing chart to buy magic items. The cost of a +1 Armor is listed as 1,500gp. For example, plate armor in the PHB is listed as 1,500gp. In order to buy +1 plate armor would the cost be 3,000gp or the +1 armor cost of 1,500gp? Assume I do not already own plate armor. Even if we did not use this chart the DMG has a price range for rarity level. Would we add that price to the armor normal cost?

This question applies to all types of armor and weapons in the same situation. (+1 weapon is 1,000gp on the chart)

How do I modify weights based on a cost function

I have currently the structure for the simplest neural network. It takes a boolean input and outputs whether it is true or false after training it to know how to tell them apart. I have implemented the structure and have two weights that link to the outputs nodes.

After randomising the initial weights. Inputting true into the network currently returns a 0.7 confidence that it is true and 0.3 for it being false. Giving this a cost value of 0.18 ((1 - 0.7)**2 + (0 - 0.3)**2). How do I then go from the cost function to modifying the weights to give the expected outputs? I am aware of multivariable calculus but I am not sure how it works in this example and how I would program it into the system to modify the dependant weights?

Does anyone have a good way to allow a Necromancer to summon more powerful undead at the cost of summoning less of them? [on hold]

I have a Necromancer that is starting to get a decent size army of undead going. It works great, he mainly uses his other spells to fill the support/buff/debuff role and uses the undead as his main source of damage. The only downside is it is starting to slow down combat.

Does anyone have any good homebrew/ house-rules they use to let the Necromancer summon stronger undead but less of them to keep combat flowing?

Actual cost of magic items where the spell has costly material component?

When crafting magic items, one of the perks is that you get to save 50% of market price.

From the crafting magic items rules

Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.

In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.

So from the above its clear that the cost of expensive material components is added to the final market price.

So if I were to buy a scroll of raise dead it would cost 1125gp for the scroll and 5000gp for the material component diamond. So final cost would be 6125gp.

So, as the rules are written (not intended), making this scroll myself would only cost 3062.50 gp, correct? Are there rules elsewhere which prevent this savings?

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Cost of Numenera “Disrupting Touch” ability if player has Edge in both Speed and Might?

Disrupting Touch is an ability that can only be used when the player has already declared a use of the “Phase Sprint” ability. The Player’s Handbook states for Phase Sprint:

Note that some of your other special abilities enable specific actions that you can take while using Phase Sprint. For instance, when using Disrupting Touch, you can make one touch attack while moving…”

and for Phase Sprint

You can turn your Phase Sprint into a melee attack by purposefully grazing another creature as you run.

The character in question has an Edge of 1 in Speed and an Edge of 1 in Might.

So the question is, are these played in combat as two actions, or one, and how is the cost paid? Is it:

  1. Phase Sprint is action 1 which costs 0 because of Speed Edge; Disrupting Touch can’t be done till next turn, but also costs 0 because of Might Edge; Phase Sprint continues until the attack is made.
  2. Phase Sprint is declared as an action, and its cost is zero (1 Edge in Speed), then Disrupting Touch is declared as a modification to the action but its cost is 1 Might (because Edge was already used during this turn). Phase Sprint ends at the end of the turn (in sync with the attack).
  3. Phase Sprint is declared as an action, and its cost is zero (1 Edge in Speed), then Disrupting Touch is declared as a modification to the action and its cost is zero (because of 1 Edge in Might). Phase Sprint ends in sync with the attack at the end of the turn.

The player would, of course, prefer #2, but we’d all prefer to be sure we applied the system’s rules properly.