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Avoiding Death Spirals WHILE making damage count
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<blockquote data-quote="Sacrosanct" data-source="post: 8951918" data-attributes="member: 15700"><p>Some examples: Most PCs have between 6 and 10 AP, depending on class and level. Doing anything costs an AP, such as:</p><ul> <li data-xf-list-type="ul">Most medium-sized humanoids can move 15 feet per AP spent (smaller sized might have a rate of 10 feet, while something like a horse might have 30).*</li> <li data-xf-list-type="ul">Attacking with light-rated weapons costs 3, medium 4, and heavy weapons 5*</li> <li data-xf-list-type="ul">Spells costs between 3 and 6, depending on complexity</li> <li data-xf-list-type="ul">Dodging costs 5</li> <li data-xf-list-type="ul">Disengaging costs 4</li> <li data-xf-list-type="ul">Disarming a trap costs 6</li> <li data-xf-list-type="ul">Drinking a potion costs 4</li> <li data-xf-list-type="ul">Using a response (like reaction in 5e) costs 1 or 2 if you have them available</li> </ul><p></p><p>* This varies, as there are class abilities you can take to increase movement or reduce the weapon cost (like the swashbuckler specialty)</p><p></p><p>Desperation actions are:</p><ul> <li data-xf-list-type="ul">Damage Resistance: Gain Damage Reduction of 2 points until the end of your next turn.</li> <li data-xf-list-type="ul">Burst: Increase your movement rate by 20 feet until the end of your next turn.</li> <li data-xf-list-type="ul">Focus: Gain a bonus die level equal to your Chapter level+1 when you attempt any Challenge roll.</li> <li data-xf-list-type="ul">Recovery: End a negative status on you.</li> <li data-xf-list-type="ul">Arcane Boost: Spells cost 1 spell point per your Chapter level less than normal until the end of your next turn.</li> <li data-xf-list-type="ul">Desperate Strike: Gain a bonus WD per your Chapter level. Apply this as bonus damage to an attack roll you have successfully landed. Use this trait after landing the attack.</li> </ul><p></p><p></p><p>So desperation points are much more impactful than a single or two loss of AP. They are to represent that "the fight is going really hard, you’re beaten down, and in desperation, you are able to tap into resources to achieve extraordinary tasks."</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 8951918, member: 15700"] Some examples: Most PCs have between 6 and 10 AP, depending on class and level. Doing anything costs an AP, such as: [LIST] [*]Most medium-sized humanoids can move 15 feet per AP spent (smaller sized might have a rate of 10 feet, while something like a horse might have 30).* [*]Attacking with light-rated weapons costs 3, medium 4, and heavy weapons 5* [*]Spells costs between 3 and 6, depending on complexity [*]Dodging costs 5 [*]Disengaging costs 4 [*]Disarming a trap costs 6 [*]Drinking a potion costs 4 [*]Using a response (like reaction in 5e) costs 1 or 2 if you have them available [/LIST] * This varies, as there are class abilities you can take to increase movement or reduce the weapon cost (like the swashbuckler specialty) Desperation actions are: [LIST] [*]Damage Resistance: Gain Damage Reduction of 2 points until the end of your next turn. [*]Burst: Increase your movement rate by 20 feet until the end of your next turn. [*]Focus: Gain a bonus die level equal to your Chapter level+1 when you attempt any Challenge roll. [*]Recovery: End a negative status on you. [*]Arcane Boost: Spells cost 1 spell point per your Chapter level less than normal until the end of your next turn. [*]Desperate Strike: Gain a bonus WD per your Chapter level. Apply this as bonus damage to an attack roll you have successfully landed. Use this trait after landing the attack. [/LIST] So desperation points are much more impactful than a single or two loss of AP. They are to represent that "the fight is going really hard, you’re beaten down, and in desperation, you are able to tap into resources to achieve extraordinary tasks." [/QUOTE]
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