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General Tabletop Discussion
*Pathfinder & Starfinder
Fixes for "niggling bonuses/penalties"?
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<blockquote data-quote="Siberys" data-source="post: 5209797" data-attributes="member: 30619"><p>Okay; I've put a bit more thought into these. The overarching goal of these changes is to remove any need for memory whatever - everything is immediate, and everything can be determined with a glance at the battlemat. These are what I've come up with;</p><p></p><p><strong>Marking</strong></p><p>Monsters with the ability to mark now simply have the following trait;</p><p></p><p><em>Defender</em></p><p>Enemies in squares threatened by this creature are marked. An enemy never suffers a penalty to attacking this creature from being marked.</p><p></p><p><em>Design Notes</em>[sblock]<em>Goals;</em></p><p>• Make marking abilities on monsters have no tracking requirement.</p><p>• Make the marker a preferred target even if there are multiple markers near each other.</p><p></p><p>This accomplishes the first goal by making it a function of physical placement, as opposed to a condition. The second goal is met by making creatures with defender unable to benefit from an ally's marking capability. Thus, -2 to attacking anyone but those with defender.[/sblock]</p><p><strong>Ongoing Damage</strong></p><p>Ongoing Damage is applied immediately. If the ongoing damage is a save ends effect, roll saves until success. Then the target of the ongoing damage takes the damage once per die roll.</p><p></p><p><em>Note</em></p><p>Some effects trigger when targeting a creature taking ongoing damage, such as the Venomous Action class feature of the Venomed Soul paragon path. Instead, these effects trigger when targeting a creature with an effect that causes ongoing damage.</p><p></p><p><em>Design Notes</em>[sblock]<em>Goals;</em></p><p>• Remove any need for tracking of ongoing damage on either the player or DM side of the board.</p><p></p><p>Yes, I know the player will remember outgoing ongoing damage, simply because it is in their favor. Regardless, I don't want to have to track it if I can get away with not doing so.</p><p></p><p>As for other riders - those can be tracked separately. I could be wrong, but I've always read 'a and b (save ends both)' as just a way to shorten 'a (save ends) and b (save ends)'. If I've been reading those sorts of entries incorrectly, this is the perfect time for me to formalize that change. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />[/sblock]</p><p><strong>'Niggling Bonuses and Penalties'</strong></p><p>Idea courtesy Keterys, above.</p><p>Add the following new conditions;</p><p></p><p><em>Fatigued</em></p><p>• You take a -1 penalty to attack rolls.</p><p>• You take a -1 penalty to all defenses.</p><p></p><p><em>Empowered</em></p><p>• You get a +1 penalty to attack rolls.</p><p>• You get a +1 penalty to all defenses.</p><p></p><p><em>When to use Fatigued</em></p><p>Whenever an effect gives a single target a penalty to an attack roll, a damage roll, or a defense, and the effect does not last until the end of the encounter or remain while a certain game-state condition is met (such as bloodied) the target is fatigued for the same duration instead.</p><p></p><p>Whenever an effect gives a group a bonus to an attack roll, damage roll, or defense against a single target, and the effect does not last until the end of the encounter or remain while a certain game-state condition is met (such as bloodied) that target is fatigued for the same duration instead.</p><p></p><p><em>When to use Empowered</em></p><p>Whenever an effect gives a single target a bonus to an attack roll, a damage roll, or a defense, and the effect does not last until the end of the encounter or remain while a certain game-state condition is met (such as bloodied) the target is empowered for the same duration instead.</p><p></p><p>Whenever an effect gives a group a penalty to an attack roll, damage roll, or defense against a single target, and the effect does not last until the end of the encounter or remain while a certain game-state condition is met (such as bloodied) that target is empowered for the same duration instead.</p><p></p><p><em>Special</em></p><p>Second Wind remains as-is.</p><p></p><p><em>Design Notes</em>[sblock]<em>Goals;</em></p><p>• Remove any need to track small bonuses and penalties to attack rolls, damage rolls, and defenses.</p><p></p><p>This does that, and does it well. The only problem is with regards to damage bonuses and penalties, but a bonus to attack rolls is a bonus to damage in a sort of circuitous way, I guess. Additionally, this removes quite a bit of the granularity of the current system, but SOMETHING has to be sacrificed for this to work...</p><p></p><p>This is actually very similar to how I had the Condition Track set up; replace "fatigued" with "move one step down on the condition track" and "empowered" with "move one step up on the condition track", and you had it at its basic. The other rules that made it work were as follows;</p><p></p><p>• The condition track went from -5 up to +5, and started at zero. The bonus/penalty applied to the same things fatigued and empowered applied to - attack rolls and defenses.</p><p>• Duration wasn't tracked. Instead, at the end of your turn, your condition track would move one step closer to 0. Duration was instead determined by how big the bonus was, because bigger bonuses would take longer to 'decay' to 0. Save ends effects moved you up or down two steps; all other effects only moved you one.</p><p>• Finally, effects that granted a save could instead be used to move the target's condition track one step closer to 0.</p><p></p><p>In the end, though, fatigued/empowered seemed more robust.[/sblock]</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Siberys, post: 5209797, member: 30619"] Okay; I've put a bit more thought into these. The overarching goal of these changes is to remove any need for memory whatever - everything is immediate, and everything can be determined with a glance at the battlemat. These are what I've come up with; [B]Marking[/B] Monsters with the ability to mark now simply have the following trait; [I]Defender[/I] Enemies in squares threatened by this creature are marked. An enemy never suffers a penalty to attacking this creature from being marked. [I]Design Notes[/I][sblock][I]Goals;[/I] • Make marking abilities on monsters have no tracking requirement. • Make the marker a preferred target even if there are multiple markers near each other. This accomplishes the first goal by making it a function of physical placement, as opposed to a condition. The second goal is met by making creatures with defender unable to benefit from an ally's marking capability. Thus, -2 to attacking anyone but those with defender.[/sblock] [B]Ongoing Damage[/B] Ongoing Damage is applied immediately. If the ongoing damage is a save ends effect, roll saves until success. Then the target of the ongoing damage takes the damage once per die roll. [I]Note[/I] Some effects trigger when targeting a creature taking ongoing damage, such as the Venomous Action class feature of the Venomed Soul paragon path. Instead, these effects trigger when targeting a creature with an effect that causes ongoing damage. [I]Design Notes[/I][sblock][I]Goals;[/I] • Remove any need for tracking of ongoing damage on either the player or DM side of the board. Yes, I know the player will remember outgoing ongoing damage, simply because it is in their favor. Regardless, I don't want to have to track it if I can get away with not doing so. As for other riders - those can be tracked separately. I could be wrong, but I've always read 'a and b (save ends both)' as just a way to shorten 'a (save ends) and b (save ends)'. If I've been reading those sorts of entries incorrectly, this is the perfect time for me to formalize that change. :P[/sblock] [B]'Niggling Bonuses and Penalties'[/B] Idea courtesy Keterys, above. Add the following new conditions; [I]Fatigued[/I] • You take a -1 penalty to attack rolls. • You take a -1 penalty to all defenses. [I]Empowered[/I] • You get a +1 penalty to attack rolls. • You get a +1 penalty to all defenses. [I]When to use Fatigued[/I] Whenever an effect gives a single target a penalty to an attack roll, a damage roll, or a defense, and the effect does not last until the end of the encounter or remain while a certain game-state condition is met (such as bloodied) the target is fatigued for the same duration instead. Whenever an effect gives a group a bonus to an attack roll, damage roll, or defense against a single target, and the effect does not last until the end of the encounter or remain while a certain game-state condition is met (such as bloodied) that target is fatigued for the same duration instead. [I]When to use Empowered[/I] Whenever an effect gives a single target a bonus to an attack roll, a damage roll, or a defense, and the effect does not last until the end of the encounter or remain while a certain game-state condition is met (such as bloodied) the target is empowered for the same duration instead. Whenever an effect gives a group a penalty to an attack roll, damage roll, or defense against a single target, and the effect does not last until the end of the encounter or remain while a certain game-state condition is met (such as bloodied) that target is empowered for the same duration instead. [I]Special[/I] Second Wind remains as-is. [I]Design Notes[/I][sblock][I]Goals;[/I] • Remove any need to track small bonuses and penalties to attack rolls, damage rolls, and defenses. This does that, and does it well. The only problem is with regards to damage bonuses and penalties, but a bonus to attack rolls is a bonus to damage in a sort of circuitous way, I guess. Additionally, this removes quite a bit of the granularity of the current system, but SOMETHING has to be sacrificed for this to work... This is actually very similar to how I had the Condition Track set up; replace "fatigued" with "move one step down on the condition track" and "empowered" with "move one step up on the condition track", and you had it at its basic. The other rules that made it work were as follows; • The condition track went from -5 up to +5, and started at zero. The bonus/penalty applied to the same things fatigued and empowered applied to - attack rolls and defenses. • Duration wasn't tracked. Instead, at the end of your turn, your condition track would move one step closer to 0. Duration was instead determined by how big the bonus was, because bigger bonuses would take longer to 'decay' to 0. Save ends effects moved you up or down two steps; all other effects only moved you one. • Finally, effects that granted a save could instead be used to move the target's condition track one step closer to 0. In the end, though, fatigued/empowered seemed more robust.[/sblock] Thoughts? [/QUOTE]
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Fixes for "niggling bonuses/penalties"?
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