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Reworked melee Damage for divine beings, Siderials, Demiurges, Time Lords
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<blockquote data-quote="Beefermatic" data-source="post: 6228984" data-attributes="member: 6670757"><p>I once again came into the problem of the Virtual Size Categories J-curve making melee damage get unbalanced and game breaking. So I devised a simple system I call "Might" to make melee more balanced and help portray divine beings as even more hardcore than before. </p><p></p><p>This is how it works, I don't allow Virtual Size categories to make base melee damage dice exceed the Diety's level. For example, a character might with Legendary Strength, be able to exceed well over 1000 base strength. That would make their base damage dice from Virtual Size categories freaking explode, they'd be probably doing well over 1,000,000d10 base dice. That's just absurd, absurd and hard to compensate for as a DM. </p><p></p><p>What I do is this: When a divine being reaches Hero Diety status or above, they gain the following:</p><p></p><p>"Might"(ex): A diety of Hero Diety or above deals d10's for base Melee Damage, and weapon damage cannot go below this damage dice, regardless of the base damage of the weapon. (Ie: a dagger wielded by a hero diety would deal 1d10 damage .) </p><p> </p><p> Similarly, when Siderials gain Elder God or above, they gain the following:</p><p></p><p>"Cosmic Might"(ex): Siderials deal d20's for base melee damage, and their damage dice cannot go below this dice. (Ie: A Sidereal dealing 60d10 base damage, would</p></blockquote><p></p>
[QUOTE="Beefermatic, post: 6228984, member: 6670757"] I once again came into the problem of the Virtual Size Categories J-curve making melee damage get unbalanced and game breaking. So I devised a simple system I call "Might" to make melee more balanced and help portray divine beings as even more hardcore than before. This is how it works, I don't allow Virtual Size categories to make base melee damage dice exceed the Diety's level. For example, a character might with Legendary Strength, be able to exceed well over 1000 base strength. That would make their base damage dice from Virtual Size categories freaking explode, they'd be probably doing well over 1,000,000d10 base dice. That's just absurd, absurd and hard to compensate for as a DM. What I do is this: When a divine being reaches Hero Diety status or above, they gain the following: "Might"(ex): A diety of Hero Diety or above deals d10's for base Melee Damage, and weapon damage cannot go below this damage dice, regardless of the base damage of the weapon. (Ie: a dagger wielded by a hero diety would deal 1d10 damage .) Similarly, when Siderials gain Elder God or above, they gain the following: "Cosmic Might"(ex): Siderials deal d20's for base melee damage, and their damage dice cannot go below this dice. (Ie: A Sidereal dealing 60d10 base damage, would [/QUOTE]
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Reworked melee Damage for divine beings, Siderials, Demiurges, Time Lords
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