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General Tabletop Discussion
*Pathfinder & Starfinder
Destructive Terrain and more dynamic battlefields
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<blockquote data-quote="greyscale1" data-source="post: 4365724" data-attributes="member: 65303"><p>To respond to some points made:</p><p></p><p>The reason I decided against damaging enemies when they hit walls was because the powers already usually do all the damage that is meant + it is hard to balance the damage using the same mechanism + it also makes forced movement significantly more powerful. I thought that using it as an almost purely cinematic tool for players.</p><p></p><p>For those of you who think this gets 'unrealistic' in the higher levels, I see where you are coming from, however, let me remind you that my example was: A DEMIGOD KICKING A GIANT ROBOT IN THE CHEST SO HARD THAT IT ACTUALLY STUMBLED BACKWARDS. Havent you ever seen a movie with some sort of giants fighting? Godzilla? Any giant robot anime? King kong? When a powerful creature punches the other creature and sends it flying, its the punch that does the damage, and the collateral damage is just added excitement.</p><p></p><p></p><p></p><p>Seriously guys, that is basically what I am saying. a square of solid dungeon stone wall is like 200hp, unless you are seriously strong and fighting giant enemies, its difficult to damage that with a push until epic level. Say you have a move that pushes 4 squares, you are level 18, and have a str of 22 or so. you are dealing 42*4=168 damage to 1 segment of the wall - not enough to break it, and this example uses a Powerful push power from and almost demigod HERO into a non-reinforced wall and it doesn't break.</p><p></p><p>Either way this is mostly for cinematics like smashing people through bay windows (hp 7 medium, glass, reinforced). I would not allow players to ever use this in an obviously metagamey way, and unless it was cool, cinematic, or whatever, would probably not actually allow wall squares to be destroyed by a push. Visibly damaged perhaps, but unless they were thin or the players were doing it strategically I would just ignore these rules.</p><p></p><p></p><p></p><p>This is just a quick system to give some cinematic power to the players without spending more than half a second on easy rules adjucation. As always, rule 0.</p><p></p><p></p><p>Any other thoughts?</p><p></p><p></p><p></p><p>Edit: Hmm, maybe minions shouldnt do significant damage to anything, perhaps 25% or 50% normal damage?</p></blockquote><p></p>
[QUOTE="greyscale1, post: 4365724, member: 65303"] To respond to some points made: The reason I decided against damaging enemies when they hit walls was because the powers already usually do all the damage that is meant + it is hard to balance the damage using the same mechanism + it also makes forced movement significantly more powerful. I thought that using it as an almost purely cinematic tool for players. For those of you who think this gets 'unrealistic' in the higher levels, I see where you are coming from, however, let me remind you that my example was: A DEMIGOD KICKING A GIANT ROBOT IN THE CHEST SO HARD THAT IT ACTUALLY STUMBLED BACKWARDS. Havent you ever seen a movie with some sort of giants fighting? Godzilla? Any giant robot anime? King kong? When a powerful creature punches the other creature and sends it flying, its the punch that does the damage, and the collateral damage is just added excitement. Seriously guys, that is basically what I am saying. a square of solid dungeon stone wall is like 200hp, unless you are seriously strong and fighting giant enemies, its difficult to damage that with a push until epic level. Say you have a move that pushes 4 squares, you are level 18, and have a str of 22 or so. you are dealing 42*4=168 damage to 1 segment of the wall - not enough to break it, and this example uses a Powerful push power from and almost demigod HERO into a non-reinforced wall and it doesn't break. Either way this is mostly for cinematics like smashing people through bay windows (hp 7 medium, glass, reinforced). I would not allow players to ever use this in an obviously metagamey way, and unless it was cool, cinematic, or whatever, would probably not actually allow wall squares to be destroyed by a push. Visibly damaged perhaps, but unless they were thin or the players were doing it strategically I would just ignore these rules. This is just a quick system to give some cinematic power to the players without spending more than half a second on easy rules adjucation. As always, rule 0. Any other thoughts? Edit: Hmm, maybe minions shouldnt do significant damage to anything, perhaps 25% or 50% normal damage? [/QUOTE]
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