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Gravity encounter
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<blockquote data-quote="Mesh Hong" data-source="post: 5350220" data-attributes="member: 73463"><p>I'm glad you like it.</p><p> </p><p></p><p> </p><p>I think it probably looks a little more complex than it actually is. I tried to design them in a way that removed as much decision making from the DM as possible, treating them like a simple logic sequence.</p><p> </p><p></p><p> </p><p>I am not sure what you mean by "a lot harder", but my inference from the tone of your original post was that they were very hard to destroy through normal means and were meant to be destroyed by luring them into objects.</p><p> </p><p>It just seemed like a fair trade off that if they miss with an attack they take some damage. This allows for clever PCs to realise that they are attacking Reflex and try and use a PC with a high Reflex defence as a lure. I can imagine a rogue ducking and diving as Surge Spirits bounce and crash around him.</p><p> </p><p>Also think about the Rogue Human Shield, bravely standing in front of marked creatures and protecting them by bouncing the Surge Spirits off when they try to move through him to the marked target. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p> </p><p></p><p> </p><p>1- Well I have an active and an inactive stance for the Surge Spirits. If there is a marked target they head to it, if there isn't a marked target they head back to the Controller and orbit him.</p><p> </p><p>I picture it as a sort of tidal motion with the surges moving out when a mark is active and moving back when the mark is lost. In reality this might not happen as there will probably always be at least one marked target, but as closest marked targets change the Spirit Surges should weave around.</p><p> </p><p>2- Why would the Controller want to de-activate a Surge Spirit?</p><p> </p><p>3- If you mean an adjacent square to the Controller I think this would cause some issues, it would get really crowded and it would hamper the Controller moving about. You could change <strong>Sympathetic Orbit</strong> to <em>3 squares from the Controller</em> if you wanted but any less than that would cause real issues with the way I have these things designed, they need space not to move through each other when inactive.</p><p> </p><p></p><p> </p><p>Well at level 5 PCs should have at least 36-50 HPs, that could be a bit rough with the unpredicable nature of the Surge Spirits. I'll have a think about a level 5 encounter.</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 5350220, member: 73463"] I'm glad you like it. I think it probably looks a little more complex than it actually is. I tried to design them in a way that removed as much decision making from the DM as possible, treating them like a simple logic sequence. I am not sure what you mean by "a lot harder", but my inference from the tone of your original post was that they were very hard to destroy through normal means and were meant to be destroyed by luring them into objects. It just seemed like a fair trade off that if they miss with an attack they take some damage. This allows for clever PCs to realise that they are attacking Reflex and try and use a PC with a high Reflex defence as a lure. I can imagine a rogue ducking and diving as Surge Spirits bounce and crash around him. Also think about the Rogue Human Shield, bravely standing in front of marked creatures and protecting them by bouncing the Surge Spirits off when they try to move through him to the marked target. :cool: 1- Well I have an active and an inactive stance for the Surge Spirits. If there is a marked target they head to it, if there isn't a marked target they head back to the Controller and orbit him. I picture it as a sort of tidal motion with the surges moving out when a mark is active and moving back when the mark is lost. In reality this might not happen as there will probably always be at least one marked target, but as closest marked targets change the Spirit Surges should weave around. 2- Why would the Controller want to de-activate a Surge Spirit? 3- If you mean an adjacent square to the Controller I think this would cause some issues, it would get really crowded and it would hamper the Controller moving about. You could change [B]Sympathetic Orbit[/B] to [I]3 squares from the Controller[/I] if you wanted but any less than that would cause real issues with the way I have these things designed, they need space not to move through each other when inactive. Well at level 5 PCs should have at least 36-50 HPs, that could be a bit rough with the unpredicable nature of the Surge Spirits. I'll have a think about a level 5 encounter. [/QUOTE]
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