Walking Dad
First Post
Sorry, I meant 'comparable' Power level. A character with a 'Powered Class' at CL11 should (usually) be as challenged by a CR 12 creature as a character with levels in only classes from the d20 modern core book.
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Yes, I know it is a kind of composite power. I will address my problems with the individual components below.Absorption is just a variation on Impervious Protection linked to a reaction Boost or Healing effect. Which should tell you how to change the game mechanics (limited damage resistance, limited reaction power).
I would suggest to lower it as much per rank as standard Protection provides. Thoughts?Corrosion / Disintegration are Drain Toughness linked to Damage. So, have them lower the Damage Resistance than then deal damage.
I think this is a bit low. Perhaps 2/rank?Regeneration is just low-grade healing. Change it to healing Ranks hp per round. Done.
Protection needs to be covered anyway. What remains is a resistance to some combat maneuvers.Spinning is a weird composite power. I'd ignore it completely.
Not sure I like the damage model. 1d6 is 3.5 on average. +1 ability mod is just +1.Strike should deal 1d6 damage per rank, just like Blast (+ Strength if Mighty).
Protection: Damage Reduction doesn't affect energy damage in most d20 systems. It should be Damage Reduction (all) & Energy Resistance (all). Not sure 2 / rank is right if you keep the roughly 1d6 damage / rank for attack powers. Maybe 3. Impervious costs as much as base Protection. Why is it weaker?The Conversion rules already tell you how to run Protection / Force Field (Damage Resistance [all] of 2 * Protection rank).
It is not. I thought of something else. Sorry.How is Trip an issue?
I thought about some auto hit with a will save for half damage, but this looks interesting.Mental Blast is a perception range damage effect, resisted by Will. So the Damage Resistance is based upon your Will save bonus (2*Will instead of 2*Protection), and it deals [rank]d6 damage. Mind Shield would be just like having Impervious Protection for your brain.
ThanksBest of luck.
That's probably the way to go. Lower Damage Resistance by 2 / rank, then deal 1d6 per rank. Nice and simple.I would suggest to lower it as much per rank as standard Protection provides. Thoughts?
The trick is balance when you stop having static damage for everything. Blast does (rank -2)d6, or 3.5 per rank after the first 2 (and rank 1 or 2 blasts should just do 1 and 1d4 damage, respectively; subsumed by the higher damage of higher rank blasts).Not sure I like the damage model. 1d6 is 3.5 on average. +1 ability mod is just +1.
Which confuses the heck out of people that aren't used to d20. "But it's damage! Why doesn't my damage reduction stop the pain of acid!?" I understand the decision (it makes casters feel cooler and keeps barbarians from completely ignoring fire) but it's danged confusing, especially with Hardness in existence.Protection: Damage Reduction doesn't affect energy damage in most d20 systems.
At 3 per, protection is too good. Tactical Vest is Protection 4; SMG deals 2d6 damage. A shot can either have a chance to hurt someone (2 to 12 vs. DR 8) or be useless (2 to 12 vs. DR 12). I say that having a chance to cause injury is more appropriate.Not sure 2 / rank is right if you keep the roughly 1d6 damage / rank for attack powers. Maybe 3. Impervious costs as much as base Protection. Why is it weaker?
That could work too, and be closer to standard for d20 games.I thought about some auto hit with a will save for half damage, but this looks interesting.