Kerrick
First Post
There is no double maximise in my system, you only need it once and it applies to all dice.
Yeah, I came to that realization on my own earlier this morning. But what about intensify, which maximizes and doubles the dice? Honest question here - can you stack that, since it's doubling the dice? Or (and I agree here) just make Empower a double for +4 levels.
I'm just not totally sure, when applied to the DDQ system at least, that Admix is balanced.
10d6 Acid
10d6 Electricity
10d6 Fire
10d6 Sonic
is techically balanced against (approx. 70d6 of anyone type, or 60d6 with a converted type)
Let's see... a quad-admixed fireball is L15; a 70d6 fireball is (I'm assuming) x6 Empowered, or L15; and a 60d6 sonicball is (again, assuming) a x6 empowered, substituted fireball, or L15. (Energy Substitution is a +0 adjustment.) I'm not sure how you got the 70d6, so I eyeballed the x6 empower.
So technically, they are all the same (not that I didn't believe you... I'm discussing things now). Dropping Admix to +3 would make it L12, for 40d6 - pretty powerful - vs. a x4 empowered fireball at L11 for 40d6. Given that the former has four different energy types, I think the extra level makes up for the lack of increase in damage dice. Now, if we widen both of them, we get Hellball (L15 - we'll assume for the time being that Widen is +3) vs. a widened, x4 empowered fireball (L14). So...
So would I be better throwing x4 40d6 Hellballs or (x1 70d6 Fireball, x1 60d6 AcidBall, x1 60d6 LightningBall and x1 60d6 SonicBall).
With admix at +3, they're roughly equal. If you keep admix at +4, I'd go with the second choice, all things being equal.
I remember when training up a level actually took a number of weeks equal to the new level to be gained.
Yeah, the good old days. Then they got rid of that in favor of "reducing down time", probably because it sucked to have half the party sit around twiddling their thumbs while one or two people trained.