Here is an interaction I have been using for a while. I've done things with it, and I think I want to know your opinion on a change I am considering.
[INTERACTION:TERRIFY]
[I_TARGET:A:CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IT_REQUIRES:CAN_LEARN]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:NOFEAR]
[IT_FORBIDDEN:NOEMOTION]
[IT_FORBIDDEN:NO_THOUGHT_CENTER_FOR_MOVEMENT]
-IT_CANNOT_TARGET_IF_ALREADY_AFFECTED-
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:scare and sicken target.]
[SYNDROME]
[SYN_NAME:terrified]
[CE_NUMBNESS:SEV:80:BP:BY_CATEGORY:LUNG:ALL:RESISTABLE:START:0:PEAK:1:END:10]
[CE_PAIN:SEV:60:BP:BY_CATEGORY:HEART:ALL:RESISTABLE:START:0:PEAK:1:END:10]
[CE_DIZZINESS:PROB:10:SEV:40:RESISTABLE:START:2:PEAK:10:END:30]
[CE_NAUSEA:PROB:10:SEV:40:RESISTABLE:START:2:PEAK:10:END:30]
Its practical effects are nausea and dizziness. I shortened the duration and the probability of them, due to them being devastating for the goblins opponents when properly armed. I am considering adding the IT_CANNOT_TARGET_IF_ALREADY_AFFECTED to it (again), which coupled with the low probability of success would largely nerf this power. Is this a good idea?
-Should I use a low probability of success with
no 'cannot' target if affected'?
This will hinder legendary dwarves and make large groups of goblins a collective threat.
-Should I use a low probability of success with 'cannot' target if affected'?
This will largely nerf the power, which will become an occasional success.
-Should I give it a moderate (or better) chance of success?
This was the default state, and made goblin capable of taking on many creature larger than themselves when armored.
-Should I implement some other means of balancing it?
Options like adding multiple low-prob syndromes or such.
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For reference, a nauseated dwarf will move at less than half speed (and attack as frequently), and a dizzy dwarf will move slower as well as occasionally in a random direction.