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Ghostwalker Problems - How balanced is this ?
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<blockquote data-quote="ARandomGod" data-source="post: 1656357" data-attributes="member: 17296"><p>Personally, when I read it (here) I imagined it kicking in the round after the character had lost those HP, and having effect only during that battle. Sort of the opposite of what's supposed to happen, neh? I don't see that it would be too much that way (affecting the current and only current encounter). As if you have it effect every other encounter then there are going to be several wherein he gets full bonuses and starts at full resources (health, ability/item uses per day, etc). And those several would be the more important ones too. </p><p>But, having it do both would be too much IMO. IE I don't think it should effect the current and future encounters... An initial penalty to the rounds afterwards might be a good balance, on the other hand 2d10 - level could (and would in many of my games) be longer than many encounters. Heheh... Live or die fast I suppose. How long do encounters last in your game? It just seemes to me (because of our games) that this would be making the effect more powerful, but only slightly, and mainly as a consolation for not giving the player what he wants. Although a pretty good consolation... but I see the character fighting defensively and running until it kicks in that way, just like I can see the character running completely away and waiting for another encounter if that is where the bonus is. But give the bonus to the character only when he's really down, and only that encounter, that seems quite dramatic.</p></blockquote><p></p>
[QUOTE="ARandomGod, post: 1656357, member: 17296"] Personally, when I read it (here) I imagined it kicking in the round after the character had lost those HP, and having effect only during that battle. Sort of the opposite of what's supposed to happen, neh? I don't see that it would be too much that way (affecting the current and only current encounter). As if you have it effect every other encounter then there are going to be several wherein he gets full bonuses and starts at full resources (health, ability/item uses per day, etc). And those several would be the more important ones too. But, having it do both would be too much IMO. IE I don't think it should effect the current and future encounters... An initial penalty to the rounds afterwards might be a good balance, on the other hand 2d10 - level could (and would in many of my games) be longer than many encounters. Heheh... Live or die fast I suppose. How long do encounters last in your game? It just seemes to me (because of our games) that this would be making the effect more powerful, but only slightly, and mainly as a consolation for not giving the player what he wants. Although a pretty good consolation... but I see the character fighting defensively and running until it kicks in that way, just like I can see the character running completely away and waiting for another encounter if that is where the bonus is. But give the bonus to the character only when he's really down, and only that encounter, that seems quite dramatic. [/QUOTE]
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