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General Tabletop Discussion
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In Search of Flexible Defense Mechanics
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<blockquote data-quote="Sacrosanct" data-source="post: 9250631" data-attributes="member: 15700"><p>That's kinda how this works. Except for critical hits as the baseline, additional success can be used for the following (CD = Core die, think of it like a hit die in D&D, and vigor is a pool that powers maneuvers and abilities):</p><p></p><p>Spend 1 additional success to:</p><p>add a CD to the attack/ability/spell’s effect (if it uses a CD as part of the original description).</p><p>reduce the AP cost of your next action against the same target by 1 until the start of your next turn.</p><p>reduce the vigor cost of your next action against the same target by 1 until the start of your next turn.</p><p>increase the duration of the ability/power/spell by 50% (rounded up).</p><p>increase the range of the ability/power/spell by 50% (rounded up).</p><p>increase the jump distance, climbing/swim speed, etc. by 25% (rounded up).</p><p></p><p>Spend 2 additional successes to:</p><p>add +2 CD to the attack/ability/spell’s effect (if it uses a CD as part of the original description).</p><p>reduce the vigor cost of your next action against the same target by 3 until the start of your next turn.</p><p>double the duration of the ability/power/spell.</p><p>double the range of the ability/power/spell.</p><p>increase the jump distance, climbing/swim speed, etc. by 50% (rounded up).</p><p>gain resistance to the damage type prompting your CR until the end of your next turn.</p><p>impart vulnerability to the target of the damage type of your attack until the start of your next turn.</p><p></p><p>Spend 3 or more additional successes to:</p><p>add +3 CD to the attack/ability/spell’s effect (if it uses a CD as part of the original description).</p><p>add 1 CD to your BDP of the attack or spell.</p><p>reduce the vigor cost of your next action against the same target by 5 until the start of your next turn.</p><p>reduce the AP cost of your next action against the same target by 2 until the start of your next turn.</p><p>recover the vigor cost of the action you just took.</p><p>triple the duration of the ability/power/spell.</p><p>triple the range of the ability/power/spell.</p><p>double the jump distance, climbing/swim speed, etc.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 9250631, member: 15700"] That's kinda how this works. Except for critical hits as the baseline, additional success can be used for the following (CD = Core die, think of it like a hit die in D&D, and vigor is a pool that powers maneuvers and abilities): Spend 1 additional success to: add a CD to the attack/ability/spell’s effect (if it uses a CD as part of the original description). reduce the AP cost of your next action against the same target by 1 until the start of your next turn. reduce the vigor cost of your next action against the same target by 1 until the start of your next turn. increase the duration of the ability/power/spell by 50% (rounded up). increase the range of the ability/power/spell by 50% (rounded up). increase the jump distance, climbing/swim speed, etc. by 25% (rounded up). Spend 2 additional successes to: add +2 CD to the attack/ability/spell’s effect (if it uses a CD as part of the original description). reduce the vigor cost of your next action against the same target by 3 until the start of your next turn. double the duration of the ability/power/spell. double the range of the ability/power/spell. increase the jump distance, climbing/swim speed, etc. by 50% (rounded up). gain resistance to the damage type prompting your CR until the end of your next turn. impart vulnerability to the target of the damage type of your attack until the start of your next turn. Spend 3 or more additional successes to: add +3 CD to the attack/ability/spell’s effect (if it uses a CD as part of the original description). add 1 CD to your BDP of the attack or spell. reduce the vigor cost of your next action against the same target by 5 until the start of your next turn. reduce the AP cost of your next action against the same target by 2 until the start of your next turn. recover the vigor cost of the action you just took. triple the duration of the ability/power/spell. triple the range of the ability/power/spell. double the jump distance, climbing/swim speed, etc. [/QUOTE]
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