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EN Publishing
O.L.D. Playtest Document: Book I - Characters (October 2014)
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<blockquote data-quote="Primitive Screwhead" data-source="post: 6419960" data-attributes="member: 20805"><p>I actually think the current attribute to dice scale itself is working, however there needs to be tweaks on the XP side and a huge look at the spells that modify attributes and/or related dice. We definately need to retain the magical ability to alter attributes via Infuse/Drain/Move Force {strength}/Transform.. but the cascade effects of re-calculating everything {in combat} gets messsy. </p><p></p><p>Take for instance an Infuse Earth 5. Easy peasy, your STR attribute goes up 5 points.</p><p> Which may mean you get an additional Die, or maybe two. Your speed may go up. Your DEF might go up, or might not. You gain an amount to your carry weight. If you expect to have this cast on you, you need to do all the calculations. In my group the Cleric has this as a Mass Strength spell and everytime it is cast we spend a bit of time clarifying what the spell did to each character.</p><p></p><p>If a BBEG hits the group with a Drain Earth 5, well.. the player couldn't forsee that so play would have to stop while everyone recalculated. The Archer wouldn't really be affected {AGI+END} while the Halfling Barbarian would be hit harder {and might lose a point or 2 of Speed}</p><p> Which is, IMHO, how it should be.. but its a pain to do in combat.</p><p></p><p> So how to keep the awesome level of detail in the spell where Drain Earth might not be as powerful as you thought even if it does hit, while not slowing down gameplay?</p><p></p><p>Incidently, the Mental Def for creatures probably needs looking at as well, perhaps granting a bonus based on the level of sentience. Its almost not worth rolling vs animals since their Mental Def is so low. My recent foray into critter building the Drider Mage has the highest Mental Def at a 16... pitiful compared to the Physical Defence of the Monstrous Spider at 26 {plus a SOAK 10}</p><p>At a minimum I would recommend that one half of the MAG attribute gets added to Mental Def ...highest two of INT, LOG, and WILL plus 1/2 MAG/Psi/Ki. Using this method the Drider Mage would have a mental DEF of 22 and would be much harder to affect than a Troglodyte or Skeleton with a Mental Defence of 10.</p><p></p><p>Maybe just a flat +5 DEF for Brainless and +5 for the target being a type not equal to your own (Animal/Abberation/Ooze/Undead/Dragon/Humanoid.. with Monstrous and normal together} That way a Brainless Skeleton would have a Mental DEF of 20.</p><p></p><p>Okay, I think I have wandered off track somewhere.. what were we talking about? <img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6419960, member: 20805"] I actually think the current attribute to dice scale itself is working, however there needs to be tweaks on the XP side and a huge look at the spells that modify attributes and/or related dice. We definately need to retain the magical ability to alter attributes via Infuse/Drain/Move Force {strength}/Transform.. but the cascade effects of re-calculating everything {in combat} gets messsy. Take for instance an Infuse Earth 5. Easy peasy, your STR attribute goes up 5 points. Which may mean you get an additional Die, or maybe two. Your speed may go up. Your DEF might go up, or might not. You gain an amount to your carry weight. If you expect to have this cast on you, you need to do all the calculations. In my group the Cleric has this as a Mass Strength spell and everytime it is cast we spend a bit of time clarifying what the spell did to each character. If a BBEG hits the group with a Drain Earth 5, well.. the player couldn't forsee that so play would have to stop while everyone recalculated. The Archer wouldn't really be affected {AGI+END} while the Halfling Barbarian would be hit harder {and might lose a point or 2 of Speed} Which is, IMHO, how it should be.. but its a pain to do in combat. So how to keep the awesome level of detail in the spell where Drain Earth might not be as powerful as you thought even if it does hit, while not slowing down gameplay? Incidently, the Mental Def for creatures probably needs looking at as well, perhaps granting a bonus based on the level of sentience. Its almost not worth rolling vs animals since their Mental Def is so low. My recent foray into critter building the Drider Mage has the highest Mental Def at a 16... pitiful compared to the Physical Defence of the Monstrous Spider at 26 {plus a SOAK 10} At a minimum I would recommend that one half of the MAG attribute gets added to Mental Def ...highest two of INT, LOG, and WILL plus 1/2 MAG/Psi/Ki. Using this method the Drider Mage would have a mental DEF of 22 and would be much harder to affect than a Troglodyte or Skeleton with a Mental Defence of 10. Maybe just a flat +5 DEF for Brainless and +5 for the target being a type not equal to your own (Animal/Abberation/Ooze/Undead/Dragon/Humanoid.. with Monstrous and normal together} That way a Brainless Skeleton would have a Mental DEF of 20. Okay, I think I have wandered off track somewhere.. what were we talking about? :angel: [/QUOTE]
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