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Lots of Blood & Vigilance questions/thoughts
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<blockquote data-quote="Vigilance" data-source="post: 3125912" data-attributes="member: 4275"><p>Well, originally the power had a limited number of uses per day. You do need to carefully monitor a power like this for balance, since the effects are serious and lasting if you fail your save, so something needs to balance it.</p><p></p><p>You're looking at it from the telepath's point of view. Now turn it around and look at it from the brick's point of view. You need a 19 to save and you make it. Would you appreciate rolling a 19 meaning you get a one round reprieve? </p><p></p><p>In the end, my players liked the way the power works now more than they did when (as an example) they could use it once per day per character level (I think that's what it was at first). </p><p></p><p>The way it is now, the power is more useful against hordes of minions.</p><p></p><p></p><p></p><p>The other thing to consider is how quick saves can get GOOD in B&V. I wrote up some ninja for an upcoming short adventure and I didn't go out of my way to pump their Reflex saves, but they had a +15 at 6th level. </p><p></p><p>This is why saving throws tend to be on the high side. </p><p></p><p></p><p></p><p>If you take more actions to fly, sure, you could move double your flight distance as a full-found action. So a character with 50' of Flight could move 100' as a full round action.</p><p></p><p>On the other hand, a character with 50' of superleap could move 30' running (his standard ground movement) and then take a 100' running leap. </p><p></p><p>Also, if he was standing on the top of a 100' tall building, he could just drop to the ground as a move action, taking no damage. The character with flight would have to again take a full round action. </p><p></p><p></p><p></p><p>I usually allow ground movement more maneuverability. For leaping like this, I might require a Tumble check but I probably would allow it. Of course I wasn't at the table so I'm not attempting to monday morning QB your game master. </p><p></p><p></p><p></p><p></p><p>Right. What's he's going to find is that saves and damage reduction take a more serious bite out of his attacks as he rises in level. </p><p></p><p></p><p></p><p>Right, we try to take the guesswork out of it. We don't want folks waiting to buy the PDF thinking it might be updated or there might be a print edition on the way. So we provide free updates and upgrade discounts on print books for folks who bought the PDF.</p><p></p><p></p><p></p><p>My pleasure. Sounds like a nice game you have going.</p><p></p><p>Chuck</p></blockquote><p></p>
[QUOTE="Vigilance, post: 3125912, member: 4275"] Well, originally the power had a limited number of uses per day. You do need to carefully monitor a power like this for balance, since the effects are serious and lasting if you fail your save, so something needs to balance it. You're looking at it from the telepath's point of view. Now turn it around and look at it from the brick's point of view. You need a 19 to save and you make it. Would you appreciate rolling a 19 meaning you get a one round reprieve? In the end, my players liked the way the power works now more than they did when (as an example) they could use it once per day per character level (I think that's what it was at first). The way it is now, the power is more useful against hordes of minions. The other thing to consider is how quick saves can get GOOD in B&V. I wrote up some ninja for an upcoming short adventure and I didn't go out of my way to pump their Reflex saves, but they had a +15 at 6th level. This is why saving throws tend to be on the high side. If you take more actions to fly, sure, you could move double your flight distance as a full-found action. So a character with 50' of Flight could move 100' as a full round action. On the other hand, a character with 50' of superleap could move 30' running (his standard ground movement) and then take a 100' running leap. Also, if he was standing on the top of a 100' tall building, he could just drop to the ground as a move action, taking no damage. The character with flight would have to again take a full round action. I usually allow ground movement more maneuverability. For leaping like this, I might require a Tumble check but I probably would allow it. Of course I wasn't at the table so I'm not attempting to monday morning QB your game master. Right. What's he's going to find is that saves and damage reduction take a more serious bite out of his attacks as he rises in level. Right, we try to take the guesswork out of it. We don't want folks waiting to buy the PDF thinking it might be updated or there might be a print edition on the way. So we provide free updates and upgrade discounts on print books for folks who bought the PDF. My pleasure. Sounds like a nice game you have going. Chuck [/QUOTE]
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