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Increasing ongoing damage with each failed save.
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<blockquote data-quote="Mesh Hong" data-source="post: 5003854" data-attributes="member: 73463"><p>First off I would like to say that I think this isn't a good idea. <em>(gut reaction - like always I am prepared to change my mind)</em></p><p> </p><p>I would also like to voice my objection to the blanket concept that <em>"If you are bleeding, it tends to get worse"</em>, I really don't think this is the case. If you are bleeding sufficiently then the resulting loss of blood might lead to secondary effects such as dizziness, passing out, cold sweats and gasping for air (or air hunger) - not an increase in bleeding.</p><p> </p><p>Now that I have got that off my chest I will put it behind me and try to be more constructive.</p><p> </p><p>If you are going to use a system of increasing danger from ongoing damage then I would strongly suggest using it sparingly, mainly for important thematic situations.</p><p> </p><p>Dragons Breath could be one of these, and might work quite well, Necrotic or Radiant damage might also fit nicely with this systems approach. In any case, personally I think any power this damage is attached to should be considered and designed very carefully.</p><p> </p><p>The main problem I can see is how does it work between tiers?</p><p> </p><p>At epic level an attack that deals 15 ongoing damage +5 per failed save seems quite reasonable if it is one of the creatures signiature themes.</p><p> </p><p>A similar attack at Heroic level doing 5 ongoing damage +5 per failed save seems substantially more dangerous, perhaps unreasonably so.</p><p> </p><p>There are other approaches I might consider before the using the above system:</p><p> </p><p>1: keeping the ongoing damage the same and increasing the number of saves required to negate it. </p><p><strong>eg.</strong> target takes 10 ongoing fire damage (2 saves ends)</p><p> </p><p>2: keeping the ongoing damage the same but having the attack (or another effect) reduce any resistance the target may or may not have. </p><p><strong>eg.</strong> 10 ongoing fire damage (save ends), also give the creature an aura (2) enemies inside aura have any fire resistance reduced by 5. (this would allow me to have ongoing fire damage be more dangerous and effective near the creature, but allow a PC to back off to manage the danger.</p><p> </p><p>Both of the above two examples would allow me to control or predict the scale of damage the PC will take, and doesn't allow it to quickly spiral out of control.</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 5003854, member: 73463"] First off I would like to say that I think this isn't a good idea. [I](gut reaction - like always I am prepared to change my mind)[/I] I would also like to voice my objection to the blanket concept that [I]"If you are bleeding, it tends to get worse"[/I], I really don't think this is the case. If you are bleeding sufficiently then the resulting loss of blood might lead to secondary effects such as dizziness, passing out, cold sweats and gasping for air (or air hunger) - not an increase in bleeding. Now that I have got that off my chest I will put it behind me and try to be more constructive. If you are going to use a system of increasing danger from ongoing damage then I would strongly suggest using it sparingly, mainly for important thematic situations. Dragons Breath could be one of these, and might work quite well, Necrotic or Radiant damage might also fit nicely with this systems approach. In any case, personally I think any power this damage is attached to should be considered and designed very carefully. The main problem I can see is how does it work between tiers? At epic level an attack that deals 15 ongoing damage +5 per failed save seems quite reasonable if it is one of the creatures signiature themes. A similar attack at Heroic level doing 5 ongoing damage +5 per failed save seems substantially more dangerous, perhaps unreasonably so. There are other approaches I might consider before the using the above system: 1: keeping the ongoing damage the same and increasing the number of saves required to negate it. [B]eg.[/B] target takes 10 ongoing fire damage (2 saves ends) 2: keeping the ongoing damage the same but having the attack (or another effect) reduce any resistance the target may or may not have. [B]eg.[/B] 10 ongoing fire damage (save ends), also give the creature an aura (2) enemies inside aura have any fire resistance reduced by 5. (this would allow me to have ongoing fire damage be more dangerous and effective near the creature, but allow a PC to back off to manage the danger. Both of the above two examples would allow me to control or predict the scale of damage the PC will take, and doesn't allow it to quickly spiral out of control. [/QUOTE]
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Increasing ongoing damage with each failed save.
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