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Fourthcore question
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<blockquote data-quote="Joshua Randall" data-source="post: 6055921" data-attributes="member: 7737"><p>You'll want to think about how different things affect different characters.</p><p></p><p><strong>X amount of damage</strong> -- could be prevented by some characters either via resistance or via interrupt abilities to not get hit in the first place. Assuming it lands, X damage tends to disproportionately affect "squishy" characters over "tough" characters. For example, 30 damage is a big deal to even a Paragon rogue but not that big a deal to a Paragon warden.</p><p></p><p><strong>Healing Surge loss</strong> -- hurts everyone, for sure, but hurts them in different ways. Hurts the low number of surges PCs (rogues, wizards) by taking away one of their precious ~6 surges. Hurts the high number of surges PCs (defenders) by effectively being a massive amount of damage that they can't prevent. PCs who have significantly invested in their healing surge value may have a surge value of one-third to one-half their full HP (as opposed to one-quarter). </p><p></p><p>Also, healing surge loss forces the PC to "spend" that surge in the least efficient way possible. Whereas the party leader might have granted you (surge value + ManyD6 + ManyBonus) hit points which could be worth a lot more than 1 HS, a straight loss of surge always costs you exactly 1 HS with no bonus healing.</p><p></p><p><strong>Injuries</strong> -- wildly varying results depending upon the PC. A melee attacker might be badly hurt by the inability to use an arm, while a ranged implement user wouldn't care. Similarly a mobile striker might be severely hampered by a broken leg while (again) a ranged character wouldn't care as much.</p><p></p><p><strong>Death </strong>-- death affects everyone equally, right? Not right. Most Epic Destinies and even some Paragon Paths grant a "back from death" ability. Those abilities vary a lot in their wording (sloppy lack of rules precision on 4e's part) to their effectiveness. So being hit by a death effect might be a minor annoyance for some PCs but a major problem for others.</p><p></p><p>= = =</p><p></p><p>In conclusion, if I were making a Fourthcore style adventure, I would spend a lot more time thinking about how I want to hurt the party than I would about whether necromancy matches up with Death effects, or whatever. Again, Fourthcore is explicitly game-y. It does not (seem to) care about simulating any "realistic" fantasy world.</p><p></p><p>But, y'know, it's Fourthcore. If you want to just say "screw it, I'm making a trap" and blow off the mechanical balance -- that's perfectly within Fourthcore's wheelhouse!</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 6055921, member: 7737"] You'll want to think about how different things affect different characters. [B]X amount of damage[/B] -- could be prevented by some characters either via resistance or via interrupt abilities to not get hit in the first place. Assuming it lands, X damage tends to disproportionately affect "squishy" characters over "tough" characters. For example, 30 damage is a big deal to even a Paragon rogue but not that big a deal to a Paragon warden. [B]Healing Surge loss[/B] -- hurts everyone, for sure, but hurts them in different ways. Hurts the low number of surges PCs (rogues, wizards) by taking away one of their precious ~6 surges. Hurts the high number of surges PCs (defenders) by effectively being a massive amount of damage that they can't prevent. PCs who have significantly invested in their healing surge value may have a surge value of one-third to one-half their full HP (as opposed to one-quarter). Also, healing surge loss forces the PC to "spend" that surge in the least efficient way possible. Whereas the party leader might have granted you (surge value + ManyD6 + ManyBonus) hit points which could be worth a lot more than 1 HS, a straight loss of surge always costs you exactly 1 HS with no bonus healing. [B]Injuries[/B] -- wildly varying results depending upon the PC. A melee attacker might be badly hurt by the inability to use an arm, while a ranged implement user wouldn't care. Similarly a mobile striker might be severely hampered by a broken leg while (again) a ranged character wouldn't care as much. [B]Death [/B]-- death affects everyone equally, right? Not right. Most Epic Destinies and even some Paragon Paths grant a "back from death" ability. Those abilities vary a lot in their wording (sloppy lack of rules precision on 4e's part) to their effectiveness. So being hit by a death effect might be a minor annoyance for some PCs but a major problem for others. = = = In conclusion, if I were making a Fourthcore style adventure, I would spend a lot more time thinking about how I want to hurt the party than I would about whether necromancy matches up with Death effects, or whatever. Again, Fourthcore is explicitly game-y. It does not (seem to) care about simulating any "realistic" fantasy world. But, y'know, it's Fourthcore. If you want to just say "screw it, I'm making a trap" and blow off the mechanical balance -- that's perfectly within Fourthcore's wheelhouse! [/QUOTE]
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