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Daggerheart Playtesting New Transformation Mechanic
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<blockquote data-quote="Ruin Explorer" data-source="post: 9717200" data-attributes="member: 18"><p>Good general concept, but I think they're going to need another balance pass or three.</p><p></p><p>Vampire - Seems pretty balanced.</p><p></p><p>Werewolf - Pretty extreme curse for a less-great-than-it-sounds benefit. +1d10 attack/damage in werewolf form isn't much better than a lot of combat-oriented Druid forms, and taking Stress damage on 54% of rolls whilst not gaining Hope is... extreme. The explosion at 0 Stress is cute at least.</p><p></p><p>Reanimated - Never being able to regain HP except by downtime moves or Risk It All is pretty awful and not really balanced by being able to auto-win Risk It All for 1 permanent HP loss, which is literally the only benefit. Also weird because it turns HP into very literal "meat points", where there was no sign there was before. Like, if you a lost a bunch of HP because your Stress was maxed and you were suffering Stress damage, how are you going to use corpse parts to fix that? And indeed there are a ton of ways HP damage could occur without real clear injuries. I think they need to rethink this one to move away from meat points. They'd be better off making it a zombie/ghoul thing and having the flesh be eaten. That'd actually be more on-theme, I'd suggest.</p><p></p><p>Shapechanger - Seems decent though RAW you have to change ancestry to change appearance which doesn't seem like it should be the case. Permanently only having one Ancestry benefit seem fairly balanced here.</p><p></p><p>Demigod - Gain a moderate benefit and choose to either make a bad problem for yourself or a problem for everyone else! I feel like this is somehow appropriate to a demigod but also if they keep picking the latter option I think a lot of people are going to be pretty pissed with them lol.</p><p></p><p>Ghost - Well executed but two issues - first off, "take double magic damage" is a little more vague than it should be - they should have worded this "double the roll of magic damage", i.e. the inverse of how resistance works, because otherwise someone is going to think it means mark 2x as much HP from magic damage, which is very different. Second off, you are going to die pretty much immediately because you can never pick Avoid Death or Risk It All, and 2x magic damage means you're probably going to get absolutely vapourized the very first time you fail to consider that there's a spellcaster (or non-spellcasting magic damage dealer) in the enemy group and try to go Incorporeal. This is probably fine if the whole deal is that the PC already died and now they're dying the final time, but... I suspect "ooops vapourized by magic damage" will be funny rather than poignant!</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9717200, member: 18"] Good general concept, but I think they're going to need another balance pass or three. Vampire - Seems pretty balanced. Werewolf - Pretty extreme curse for a less-great-than-it-sounds benefit. +1d10 attack/damage in werewolf form isn't much better than a lot of combat-oriented Druid forms, and taking Stress damage on 54% of rolls whilst not gaining Hope is... extreme. The explosion at 0 Stress is cute at least. Reanimated - Never being able to regain HP except by downtime moves or Risk It All is pretty awful and not really balanced by being able to auto-win Risk It All for 1 permanent HP loss, which is literally the only benefit. Also weird because it turns HP into very literal "meat points", where there was no sign there was before. Like, if you a lost a bunch of HP because your Stress was maxed and you were suffering Stress damage, how are you going to use corpse parts to fix that? And indeed there are a ton of ways HP damage could occur without real clear injuries. I think they need to rethink this one to move away from meat points. They'd be better off making it a zombie/ghoul thing and having the flesh be eaten. That'd actually be more on-theme, I'd suggest. Shapechanger - Seems decent though RAW you have to change ancestry to change appearance which doesn't seem like it should be the case. Permanently only having one Ancestry benefit seem fairly balanced here. Demigod - Gain a moderate benefit and choose to either make a bad problem for yourself or a problem for everyone else! I feel like this is somehow appropriate to a demigod but also if they keep picking the latter option I think a lot of people are going to be pretty pissed with them lol. Ghost - Well executed but two issues - first off, "take double magic damage" is a little more vague than it should be - they should have worded this "double the roll of magic damage", i.e. the inverse of how resistance works, because otherwise someone is going to think it means mark 2x as much HP from magic damage, which is very different. Second off, you are going to die pretty much immediately because you can never pick Avoid Death or Risk It All, and 2x magic damage means you're probably going to get absolutely vapourized the very first time you fail to consider that there's a spellcaster (or non-spellcasting magic damage dealer) in the enemy group and try to go Incorporeal. This is probably fine if the whole deal is that the PC already died and now they're dying the final time, but... I suspect "ooops vapourized by magic damage" will be funny rather than poignant! [/QUOTE]
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