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Destructive Terrain and more dynamic battlefields
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<blockquote data-quote="knightofround" data-source="post: 4372210" data-attributes="member: 27884"><p>I think this is a really awesome idea, as it makes bullrushes/knockback much more useful. However I think you went overboard with how much damage you deal by smashing stuff into things. You're double counting a lot of stuff, like both teir and level, strength and number of squares pushed, and size shouldn't have an impact on the amount of damage, because that's already figured into all the things listed beforehand.</p><p></p><p>How about building a system similar to the 4th edition handles falling damage? On pg 44 of the DMG it lists fall severity by level; I think we could build a similar table for "smash damage" by level</p><p></p><p>#1: Set painful = 1 square of movement, perilous = 2 square of movement, deadly = 3 squares of movement.</p><p></p><p>#2: Change "feet" to damage, and divide each entry by a figure, depending how "knockaround" you want your campaign to be. I think 2 is a good modifer, so level 11-15 chars can knock foes through wooden doors with a one-square push. I like this because it nicely pairs with the "teir" idea, except this adjusts every half-teir. Of course you could choose a different number depending upon how anime-ish or realistic you want your campaign to be.</p><p></p><p>#3: (optional) change "level" to represent strength...like take a character's strength mod * 3. So a character with a +4 str mod would act as a 12th level character on that chart.</p><p></p><p>I think a table is a better way to handle "smash damage" because summing up a ton of modifiers is lame, thats a step backwards towards 3rd edition =P </p><p></p><p>You could also tack on additional house rules to this idea as well, like a critical hit moves you up one or two half-tiers, or you can spend an action point to move up one or two half-tiers, that sort of thing. Or you can have some classes be better at "smashing stuff" than others (it stands to reason a 20th level fighter one-square push is going to be much more powerful than a 20th level wizard's physical one-square push, however if the 20th level wizard has a spell that pushes the opponent back one square it might be equivilent to a fighter's push.</p><p></p><p>Depends how complicated you want it to be.</p></blockquote><p></p>
[QUOTE="knightofround, post: 4372210, member: 27884"] I think this is a really awesome idea, as it makes bullrushes/knockback much more useful. However I think you went overboard with how much damage you deal by smashing stuff into things. You're double counting a lot of stuff, like both teir and level, strength and number of squares pushed, and size shouldn't have an impact on the amount of damage, because that's already figured into all the things listed beforehand. How about building a system similar to the 4th edition handles falling damage? On pg 44 of the DMG it lists fall severity by level; I think we could build a similar table for "smash damage" by level #1: Set painful = 1 square of movement, perilous = 2 square of movement, deadly = 3 squares of movement. #2: Change "feet" to damage, and divide each entry by a figure, depending how "knockaround" you want your campaign to be. I think 2 is a good modifer, so level 11-15 chars can knock foes through wooden doors with a one-square push. I like this because it nicely pairs with the "teir" idea, except this adjusts every half-teir. Of course you could choose a different number depending upon how anime-ish or realistic you want your campaign to be. #3: (optional) change "level" to represent strength...like take a character's strength mod * 3. So a character with a +4 str mod would act as a 12th level character on that chart. I think a table is a better way to handle "smash damage" because summing up a ton of modifiers is lame, thats a step backwards towards 3rd edition =P You could also tack on additional house rules to this idea as well, like a critical hit moves you up one or two half-tiers, or you can spend an action point to move up one or two half-tiers, that sort of thing. Or you can have some classes be better at "smashing stuff" than others (it stands to reason a 20th level fighter one-square push is going to be much more powerful than a 20th level wizard's physical one-square push, however if the 20th level wizard has a spell that pushes the opponent back one square it might be equivilent to a fighter's push. Depends how complicated you want it to be. [/QUOTE]
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