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*TTRPGs General
Banishing "Sacred Cows"
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<blockquote data-quote="trix" data-source="post: 296323" data-attributes="member: 5337"><p>On the spell system, i'm working on that... i've got some good ideas for a number of spell systems and their unification into a magical-effect-framework.</p><p></p><p>On the hitpoint scene... I'd like to see it possible to 'spend' hitpoints (10hp) to improve your natural AC by 1 point. So a 100hp fighter, could have 50hp, gaining an extra +5 bonus to his AC.</p><p></p><p>There is still the 'hit and be killed' problem. You could rather have it, spend 10hp and gain a +1 soak, +1 AC. That would make it quite an advantage.</p><p></p><p>The problem comes in with eg: fireball. So a 50hp soak 5, AC somthingawful, takes X-5 damage? or should it be -5 off each die? (with the die dealing a minimum of 1 damage)... what about half damage for saving throws. Maybe u shouldnt get saving throws and instead players should expend their HP into damage soaking abilities. Or you get saving throws, but you can expend HP to improve your savingthrow in an area. (Potentially quite usefull for fighters n stuff. Get that </p><p>Ring of +100hp, and then distribute those gained HP to focus on improving specific savingthrows.)</p><p></p><p>I also enjoy rule-0 stackable effects whereby stackable buffs beyond the first adjust by at most +1. Two rings of protection +2 and a cloak of protection+2 provides +4 (+2+1+1). 2 rings +2 and a cloak +3 would stack as +5 (3+1+1).</p><p></p><p>It helps prevent the min-max issues with multiple spell buffing. Doesnt detract from min-maxing, but brings them into reasonable focus.</p><p></p><p>-Tim</p></blockquote><p></p>
[QUOTE="trix, post: 296323, member: 5337"] On the spell system, i'm working on that... i've got some good ideas for a number of spell systems and their unification into a magical-effect-framework. On the hitpoint scene... I'd like to see it possible to 'spend' hitpoints (10hp) to improve your natural AC by 1 point. So a 100hp fighter, could have 50hp, gaining an extra +5 bonus to his AC. There is still the 'hit and be killed' problem. You could rather have it, spend 10hp and gain a +1 soak, +1 AC. That would make it quite an advantage. The problem comes in with eg: fireball. So a 50hp soak 5, AC somthingawful, takes X-5 damage? or should it be -5 off each die? (with the die dealing a minimum of 1 damage)... what about half damage for saving throws. Maybe u shouldnt get saving throws and instead players should expend their HP into damage soaking abilities. Or you get saving throws, but you can expend HP to improve your savingthrow in an area. (Potentially quite usefull for fighters n stuff. Get that Ring of +100hp, and then distribute those gained HP to focus on improving specific savingthrows.) I also enjoy rule-0 stackable effects whereby stackable buffs beyond the first adjust by at most +1. Two rings of protection +2 and a cloak of protection+2 provides +4 (+2+1+1). 2 rings +2 and a cloak +3 would stack as +5 (3+1+1). It helps prevent the min-max issues with multiple spell buffing. Doesnt detract from min-maxing, but brings them into reasonable focus. -Tim [/QUOTE]
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