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Brainstorming Daze
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<blockquote data-quote="Dausuul" data-source="post: 5551427" data-attributes="member: 58197"><p>They're not, though. The problem is they're too boring to use on players (well, stunned is; dazed is fine IMO). My ideal approach would keep the power level of stun about where it is, while giving the player more options. Hence my suggestion that you could trade a big whack of hit points for a save at the start of your turn; is it worth it to you to give up a quarter of your hit points for a <em>chance</em> at breaking out of stun?</p><p></p><p>A quarter is probably too much, now I think about it. The goal should be to have losing the turn, versus eating the damage with a 45% chance of losing the turn, be about equally painful, so it's a challenging decision. How many hit points is a turn worth?</p><p></p><p><em>Edited to add: After thinking up some laughably simplistic ideas on how to calculate the hit point value of a turn, and crunching the math using standard monster damage expressions, I'm coming up with numbers that suggest the proper amount of damage (keeping in mind the possibility of failing the save) is roughly 6 at Heroic, 10 at Paragon, and 14 at Epic. This seems rather low... would have to test it out in play, though.</em></p><p></p><p><em>Edited further to add: If the same mechanic can be applied to break free of dominate, however, it's worth considerably more. At that point, a healing surge is just about right. So maybe the rule should be this: Any time you take a surge worth of damage in a single hit, you can make a save to break free of a daze, stun, or dominate effect. And at the start of your turn, you can choose to deal yourself a surge worth of damage as a free action in order to trigger this rule.</em></p></blockquote><p></p>
[QUOTE="Dausuul, post: 5551427, member: 58197"] They're not, though. The problem is they're too boring to use on players (well, stunned is; dazed is fine IMO). My ideal approach would keep the power level of stun about where it is, while giving the player more options. Hence my suggestion that you could trade a big whack of hit points for a save at the start of your turn; is it worth it to you to give up a quarter of your hit points for a [i]chance[/i] at breaking out of stun? A quarter is probably too much, now I think about it. The goal should be to have losing the turn, versus eating the damage with a 45% chance of losing the turn, be about equally painful, so it's a challenging decision. How many hit points is a turn worth? [i]Edited to add: After thinking up some laughably simplistic ideas on how to calculate the hit point value of a turn, and crunching the math using standard monster damage expressions, I'm coming up with numbers that suggest the proper amount of damage (keeping in mind the possibility of failing the save) is roughly 6 at Heroic, 10 at Paragon, and 14 at Epic. This seems rather low... would have to test it out in play, though.[/i] [i]Edited further to add: If the same mechanic can be applied to break free of dominate, however, it's worth considerably more. At that point, a healing surge is just about right. So maybe the rule should be this: Any time you take a surge worth of damage in a single hit, you can make a save to break free of a daze, stun, or dominate effect. And at the start of your turn, you can choose to deal yourself a surge worth of damage as a free action in order to trigger this rule.[/i] [/QUOTE]
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