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General Tabletop Discussion
*Dungeons & Dragons
Keywords vs Damage Types
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7285376" data-attributes="member: 82106"><p>You would heavily codify the effects and which ones go with powers of which levels. You might have to create more standardized effects than you've mentioned, or at least varying degrees of them. So a level 1 cold power perhaps has a modest effect, whereas a level 20 cold power has a much more pronounced effect (of course many of the condition-based effects really don't become 'better' or 'worse' except relative to other effects, slowed is modestly effective in any level band for instance, though some movement modes can effectively negate it at higher levels). So its not really simple, but you could do something in that respect.</p><p></p><p>Thus if you take your level 5 fireball and turn it into an iceball, and its effect is 'push 2 and ongoing 5 fire damage' then its pretty easy, you can make it 'slowed and ongoing 5 cold damage' or something along those lines. Knowing that this is a roughly appropriate level 5 effect for each damage type, then the switch becomes fairly easy.</p><p></p><p>I guess, from an overall game design perspective, if you were going to modularize powers like this, why not do so as a more general set of rules? Instead of having many peculiar powers, simply have 'the level 5 appropriate bursty power, flavor with damage types as you wish' (IE pick one, or specialize in a specific type, etc). Of course now you've departed substantially from 4e, at least in terms of power structure.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7285376, member: 82106"] You would heavily codify the effects and which ones go with powers of which levels. You might have to create more standardized effects than you've mentioned, or at least varying degrees of them. So a level 1 cold power perhaps has a modest effect, whereas a level 20 cold power has a much more pronounced effect (of course many of the condition-based effects really don't become 'better' or 'worse' except relative to other effects, slowed is modestly effective in any level band for instance, though some movement modes can effectively negate it at higher levels). So its not really simple, but you could do something in that respect. Thus if you take your level 5 fireball and turn it into an iceball, and its effect is 'push 2 and ongoing 5 fire damage' then its pretty easy, you can make it 'slowed and ongoing 5 cold damage' or something along those lines. Knowing that this is a roughly appropriate level 5 effect for each damage type, then the switch becomes fairly easy. I guess, from an overall game design perspective, if you were going to modularize powers like this, why not do so as a more general set of rules? Instead of having many peculiar powers, simply have 'the level 5 appropriate bursty power, flavor with damage types as you wish' (IE pick one, or specialize in a specific type, etc). Of course now you've departed substantially from 4e, at least in terms of power structure. [/QUOTE]
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