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General Tabletop Discussion
*Pathfinder & Starfinder
Fixes for "niggling bonuses/penalties"?
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<blockquote data-quote="Stalker0" data-source="post: 5211024" data-attributes="member: 5889"><p>I agree that the naming for this new concept doesn't make sense as ongoing damage, I would say that ongoing damage be dropped in favor of a new concept, like "escalating damage".</p><p></p><p>The other advantage of these immediate type saves is because you are focusing all the tracking into a small section of time....it opens up a huge amount of possible complexity you can add without causing tracking headaches.</p><p></p><p></p><p>For example, lets say I want to have a poison that does 5 escalating damage, and each failed save does 5 damage + 5 per failed save (so 5, 10, 15 etc).</p><p></p><p>With the current system, that would be an anoyance to track, because you would have to record it over several rounds. But with escalating damage concept, I could have the player roll the saves...calculate the damage, and apply it immediately. I can add in the funky rules because you don't have to remember them, just use them for the moment and then drop them.</p><p></p><p></p><p>This also opens up a lot of options for saving throws. Right now the concept of powers with an innate bonus/penalty to the saving throw they ask for isn't a good one...because it causes a tracking nightmare. But with immediate saves, I can throw on whatever bonus/penalty I want...because its over and done with in an instant.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 5211024, member: 5889"] I agree that the naming for this new concept doesn't make sense as ongoing damage, I would say that ongoing damage be dropped in favor of a new concept, like "escalating damage". The other advantage of these immediate type saves is because you are focusing all the tracking into a small section of time....it opens up a huge amount of possible complexity you can add without causing tracking headaches. For example, lets say I want to have a poison that does 5 escalating damage, and each failed save does 5 damage + 5 per failed save (so 5, 10, 15 etc). With the current system, that would be an anoyance to track, because you would have to record it over several rounds. But with escalating damage concept, I could have the player roll the saves...calculate the damage, and apply it immediately. I can add in the funky rules because you don't have to remember them, just use them for the moment and then drop them. This also opens up a lot of options for saving throws. Right now the concept of powers with an innate bonus/penalty to the saving throw they ask for isn't a good one...because it causes a tracking nightmare. But with immediate saves, I can throw on whatever bonus/penalty I want...because its over and done with in an instant. [/QUOTE]
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Fixes for "niggling bonuses/penalties"?
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