RangerWickett
Legend
Re: Afflict
I tried to have the level 1 afflicts all be fairly minor, akin to something you might get with an encounter power in 4e.
Remember, when someone's not bloodied, you only give them one step of the condition, not two. In order to knock someone unconscious with Afflict when they're not bloodied, you have to hit them four times, and then hit with four follow-up attacks, and they have to fail all their saves in the interim. Assuming you've got a fairly average "hit 70% of the time" party, even if all five PCs gang up on one guy, you get:
I figure if a party devotes everything to walloping on a single enemy for two and a half rounds, it ought to go down. Of course, I figure after several of those hits the critter gets bloodied, so you might take him down in a round or two. Still, if 5 guys gang up on one thing, it should probably go down.
I'm all in favor of giving some extra defense to elites and solos, though. (On the other hand, I don't know that I'll ever run a solo again, not without tons of tweaks.) Maybe Elites suffer the effect of 1/2 the stage they're on, so to knock one out you need 8 steps. And Solos are 1/4, so knocking out a dragon is quite an involved process.
Also, Dominated is only an option for Charm attacks, which target Will. Disarm, yeah, should probably be Reflex.
Re: Losing Focus
If a two-weapon fighting brute expends his focus while holding a pair of heavy weapons, he's no longer 'wielding weapons.' He's just 'holding objects.' He'd have to drop or stow one, and hold the other with both hands. Fairly straightforward.
Re: Definitions and Unarmed Damage
That's the result of a separate retooling of weapons and damage I was working on. Since none of the attacks in my system deal multiple [w] damage, I wanted to make the distinction between small and large weapons be greater. Which led to a new weapon chart.
I'm attaching it, for anyone who's interested, but it's nothing special. Mostly just added damage, and changing weapons to all be the equivalent of 'military.' No simple or superior.
Re: Balancing Feats
I might make something like a two feat system.
Feat 1 - Style Novice. You gain the benefit entry of a style of your choice.
Feat 2 - Style Expert. You gain the battle surge and combat focus abilities of a style you took Style Novice for.
I tried to have the level 1 afflicts all be fairly minor, akin to something you might get with an encounter power in 4e.
Remember, when someone's not bloodied, you only give them one step of the condition, not two. In order to knock someone unconscious with Afflict when they're not bloodied, you have to hit them four times, and then hit with four follow-up attacks, and they have to fail all their saves in the interim. Assuming you've got a fairly average "hit 70% of the time" party, even if all five PCs gang up on one guy, you get:
Code:
Chance of a given attack hitting - 70%
Chance of an Afflict hitting - 60% (-5 penalty, but Fort is lower than AC)
Chance of a successful hit that afflicts - 42%
Average number of successful Afflicts per round with 5-person party - 2.1
Chance enemy saves vs. condition to reduce it - 55%
Average Afflict stage after one round of PCs hitting foe - 1.55
Average number of rounds needed to knock out a foe - 4/1.55 = 2.58
I'm all in favor of giving some extra defense to elites and solos, though. (On the other hand, I don't know that I'll ever run a solo again, not without tons of tweaks.) Maybe Elites suffer the effect of 1/2 the stage they're on, so to knock one out you need 8 steps. And Solos are 1/4, so knocking out a dragon is quite an involved process.
Also, Dominated is only an option for Charm attacks, which target Will. Disarm, yeah, should probably be Reflex.
Re: Losing Focus
If a two-weapon fighting brute expends his focus while holding a pair of heavy weapons, he's no longer 'wielding weapons.' He's just 'holding objects.' He'd have to drop or stow one, and hold the other with both hands. Fairly straightforward.
Re: Definitions and Unarmed Damage
That's the result of a separate retooling of weapons and damage I was working on. Since none of the attacks in my system deal multiple [w] damage, I wanted to make the distinction between small and large weapons be greater. Which led to a new weapon chart.
I'm attaching it, for anyone who's interested, but it's nothing special. Mostly just added damage, and changing weapons to all be the equivalent of 'military.' No simple or superior.
Re: Balancing Feats
I might make something like a two feat system.
Feat 1 - Style Novice. You gain the benefit entry of a style of your choice.
Feat 2 - Style Expert. You gain the battle surge and combat focus abilities of a style you took Style Novice for.