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General Tabletop Discussion
*Pathfinder & Starfinder
I want balanced and upgradable powers
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<blockquote data-quote="Firzair" data-source="post: 5832066" data-attributes="member: 1334"><p>Hi.</p><p>Thinking about what I would like to see in 5e, I found, that I'd like a common measure for powers but I also want powers to be "upgradeable".</p><p></p><p>For me I found two possible ways to achieve this:</p><p>1. Every power/spell has got a value calculated from the effect(s)</p><p>E.g. an effect that does 3d6 fire damage in a 15ft radius at medium range has value x, calculated by EFFECTVALUE times AREA FACTOR times RANGE FACTOR.</p><p>Other factors for that would be SAVE EFFECT, DURATION etc. </p><p>The total value of the power would be the sum of effect values an that power value would define the level of the power/spell. </p><p>So you'd have to define all effects with some factors and values so you could calculate the appropriate level for every power/spell. </p><p>These powers could then be upgraded to higher levels just by increasing different variables (e.g. higher damage, greater range, longer duration). </p><p>The problem I see is you'd need an app / calculator for calculating the values because I see some factors to be decimals.</p><p></p><p>2. Every effect/power/spell is defined with a set of base values for range, duration, target etc. and a base level. </p><p>When a character gains a level he gains say 4 upgrade levels to increase existing powers. Spending 2 upgrade levels could gain you a new power at current character level minus 1.</p><p>There should be default tables for:</p><p>Range e.g. Self -> Touch -> Close -> Medium -> Long -> Very long -> Extreme -> Same plane -> Other plane</p><p>Duration e.g. 1 round -> 2 rounds -> 3 rounds -> 5 rounds -> 8 rounds -> 13 rounds ...</p><p>Target e.g. 1 creature -> 2 creatures -> 3 creatures -> 5 creatures ...</p><p>Target area e.g. 5 ft diameter -> +5 ft diameter </p><p> </p><p>Building powers could be done like this:</p><p></p><p>Firebolt level 5 [elemental, destruction]</p><p>Base effect FIRE (base duration: instantanous, base target: 1 creature / area 5 ft diameter, base range: touch, base save: reflex for half, base damage: 1d6 fire base level: 1)</p><p>Upgrade to medium range (+2 levels), Upgrading damage +2d6 fire for a total of 3d6 fire damage (+2 levels).</p><p></p><p>Fireball level 5 [elemental, destruction]</p><p>Base effect FIRE (base duration: instantanous, base target: 1 creature / area 5 ft diameter, base range: touch, base save: reflex for half, base damage: 1d6 fire base level: 1)</p><p>Upgrade to medium range (+2 levels), Upgrading area of effect to 15 ft diameter (+2 levels).</p><p></p><p>Some base effects would use non-default tables for upgrading duration, range (e.g. teleport) etc.</p><p></p><p>The second option seems somewhat easier and in any case you'd need some common effort to find the right values for the base effects, but it all would make the creation and balancing of classes / powers somewhat easier I think.</p><p>I see a small problem the balancing of casters (wizard, cleric) / non-casters, because casters have a greater felxibility due to different spells in their repertoire, but you could balance this by giving non-casters the possibility to upgrade fixed powers to character level + 1.</p><p>If you like to use the At-will, Encounter and Daily power distinction, you can give encounter powers a free 1 level upgrade and daily powers a free 3 levels upgrade. And upgrading at-will-powers should perhaps cost 2 upgrade levels...</p><p></p><p>What do you think?</p><p></p><p>Firzair</p></blockquote><p></p>
[QUOTE="Firzair, post: 5832066, member: 1334"] Hi. Thinking about what I would like to see in 5e, I found, that I'd like a common measure for powers but I also want powers to be "upgradeable". For me I found two possible ways to achieve this: 1. Every power/spell has got a value calculated from the effect(s) E.g. an effect that does 3d6 fire damage in a 15ft radius at medium range has value x, calculated by EFFECTVALUE times AREA FACTOR times RANGE FACTOR. Other factors for that would be SAVE EFFECT, DURATION etc. The total value of the power would be the sum of effect values an that power value would define the level of the power/spell. So you'd have to define all effects with some factors and values so you could calculate the appropriate level for every power/spell. These powers could then be upgraded to higher levels just by increasing different variables (e.g. higher damage, greater range, longer duration). The problem I see is you'd need an app / calculator for calculating the values because I see some factors to be decimals. 2. Every effect/power/spell is defined with a set of base values for range, duration, target etc. and a base level. When a character gains a level he gains say 4 upgrade levels to increase existing powers. Spending 2 upgrade levels could gain you a new power at current character level minus 1. There should be default tables for: Range e.g. Self -> Touch -> Close -> Medium -> Long -> Very long -> Extreme -> Same plane -> Other plane Duration e.g. 1 round -> 2 rounds -> 3 rounds -> 5 rounds -> 8 rounds -> 13 rounds ... Target e.g. 1 creature -> 2 creatures -> 3 creatures -> 5 creatures ... Target area e.g. 5 ft diameter -> +5 ft diameter Building powers could be done like this: Firebolt level 5 [elemental, destruction] Base effect FIRE (base duration: instantanous, base target: 1 creature / area 5 ft diameter, base range: touch, base save: reflex for half, base damage: 1d6 fire base level: 1) Upgrade to medium range (+2 levels), Upgrading damage +2d6 fire for a total of 3d6 fire damage (+2 levels). Fireball level 5 [elemental, destruction] Base effect FIRE (base duration: instantanous, base target: 1 creature / area 5 ft diameter, base range: touch, base save: reflex for half, base damage: 1d6 fire base level: 1) Upgrade to medium range (+2 levels), Upgrading area of effect to 15 ft diameter (+2 levels). Some base effects would use non-default tables for upgrading duration, range (e.g. teleport) etc. The second option seems somewhat easier and in any case you'd need some common effort to find the right values for the base effects, but it all would make the creation and balancing of classes / powers somewhat easier I think. I see a small problem the balancing of casters (wizard, cleric) / non-casters, because casters have a greater felxibility due to different spells in their repertoire, but you could balance this by giving non-casters the possibility to upgrade fixed powers to character level + 1. If you like to use the At-will, Encounter and Daily power distinction, you can give encounter powers a free 1 level upgrade and daily powers a free 3 levels upgrade. And upgrading at-will-powers should perhaps cost 2 upgrade levels... What do you think? Firzair [/QUOTE]
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