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Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="MoutonRustique" data-source="post: 7613768" data-attributes="member: 22362"><p><strong>Converting Hit Points into Hit <em>Bullet</em> Points</strong></p><p></p><p><strong>Basic idea</strong> : every creature status has the same number of "hit boxes" but they have a scale that says how many "hit boxes" a given attack deals - basically it translates damage dealt into a ~kind of % value.</p><p></p><p>[CODE]</p><p>[B][U]Status No of "hb"[/U][/B]</p><p>Minion One</p><p>Super-Minion Two</p><p>Standard Four</p><p>Elite Height</p><p>Solo Sixteen[/CODE]</p><p></p><p><strong>Damage translation :</strong> (base)</p><p>(level+3) x1 = one box</p><p>(level+3) x3 = two boxes</p><p>(level+3) x5 = three boxes</p><p>(level+3) x7 = four boxes</p><p>...</p><p></p><p><strong>Modifiers</strong></p><p><strong>Tough </strong>= level<strong>+5</strong> (instead of +3)</p><p><strong>Weak </strong>= level<strong>+1</strong> (instead of +3)</p><p></p><p><strong>Goal</strong> (hope) : increase the value of "single attack" attacks, accelerate bookkeeping, make minions more of a drain on action economy (not auto-removed from very-low damage big area effects).</p><p></p><p><strong>Problems</strong> : many "add-on" little bits of damage don't work with this system... A solution could be to allow 1/2 a box (i.e. a / mark) to be marked for damage from effects dealing less than (level+3). However, I'm leery of this making "multi-damage instances" be the best method again...</p><p></p><p>Meh. If I ever try this out, we'll see. <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /></p><p></p><p><strong>Addon</strong> : to curtail the potential increased tracking of "minion half boxes", let's take a page from "Mooks" and say that the "half box" of damage applies to "the next minion that gets hit for a half box". This way, only the fact that there's a half box of damage applying to minions needs to be tracked.</p><p></p><p>Or it <em>could</em> be tracked strictly, and then we gain the [bloodied] on minions as well! <img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" /></p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 7613768, member: 22362"] [B]Converting Hit Points into Hit [I]Bullet[/I] Points[/B] [B]Basic idea[/B] : every creature status has the same number of "hit boxes" but they have a scale that says how many "hit boxes" a given attack deals - basically it translates damage dealt into a ~kind of % value. [CODE] [B][U]Status No of "hb"[/U][/B] Minion One Super-Minion Two Standard Four Elite Height Solo Sixteen[/CODE] [B]Damage translation :[/B] (base) (level+3) x1 = one box (level+3) x3 = two boxes (level+3) x5 = three boxes (level+3) x7 = four boxes ... [B]Modifiers[/B] [B]Tough [/B]= level[B]+5[/B] (instead of +3) [B]Weak [/B]= level[B]+1[/B] (instead of +3) [B]Goal[/B] (hope) : increase the value of "single attack" attacks, accelerate bookkeeping, make minions more of a drain on action economy (not auto-removed from very-low damage big area effects). [B]Problems[/B] : many "add-on" little bits of damage don't work with this system... A solution could be to allow 1/2 a box (i.e. a / mark) to be marked for damage from effects dealing less than (level+3). However, I'm leery of this making "multi-damage instances" be the best method again... Meh. If I ever try this out, we'll see. :heh: [B]Addon[/B] : to curtail the potential increased tracking of "minion half boxes", let's take a page from "Mooks" and say that the "half box" of damage applies to "the next minion that gets hit for a half box". This way, only the fact that there's a half box of damage applying to minions needs to be tracked. Or it [I]could[/I] be tracked strictly, and then we gain the [bloodied] on minions as well! B-) [/QUOTE]
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