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4th Edition and the Immortals Handbook
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<blockquote data-quote="Upper_Krust" data-source="post: 4424109" data-attributes="member: 326"><p>Hey dude! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>Should be sufficient for our needs. I like the point you raised in a previous post about spells getting wider rather than necessarily more damaging. Personally I think hit points are totally subejective now, rather than objective.</p><p></p><p>For instance a Tarrasque may have 1500 hp (or whatever) as a L30 solo monster but as a Level 47 Minion it would only have 1 hp.</p><p></p><p>I can see the destruction of mountains, towns and cities (and planets) to be similarly subjective. Theres no sense giving a mountain 1 million hit points at any level.</p><p></p><p>So again I'll probably use this cheap and cheerful new size rules I am cooking up for static objects as well as really big monsters.</p><p></p><p>Exalted Tier ~ Mega ~ Huge Building, Godzilla</p><p>Immortal Tier ~ Giga ~ Mountain, Typhon, Jormungandr</p><p>Sidereal Tier ~ Tera ~ Planet, Alklha</p><p>etc.</p><p></p><p></p><p></p><p>Okay, cool.</p><p></p><p></p><p></p><p>Nicely done. My idea was/is to start with the highest possible figure and then strip that away depending upon which effects and conditions you stack on to it. That way you get a good variety of damages even at the same level.</p><p></p><p>The trick is of course in accurately rating each condition and effect. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Like this last bit. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 4424109, member: 326"] Hey dude! :) :D Should be sufficient for our needs. I like the point you raised in a previous post about spells getting wider rather than necessarily more damaging. Personally I think hit points are totally subejective now, rather than objective. For instance a Tarrasque may have 1500 hp (or whatever) as a L30 solo monster but as a Level 47 Minion it would only have 1 hp. I can see the destruction of mountains, towns and cities (and planets) to be similarly subjective. Theres no sense giving a mountain 1 million hit points at any level. So again I'll probably use this cheap and cheerful new size rules I am cooking up for static objects as well as really big monsters. Exalted Tier ~ Mega ~ Huge Building, Godzilla Immortal Tier ~ Giga ~ Mountain, Typhon, Jormungandr Sidereal Tier ~ Tera ~ Planet, Alklha etc. Okay, cool. Nicely done. My idea was/is to start with the highest possible figure and then strip that away depending upon which effects and conditions you stack on to it. That way you get a good variety of damages even at the same level. The trick is of course in accurately rating each condition and effect. ;) Like this last bit. :) [/QUOTE]
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