Minor Rules Questions/Thoughts

Rystil Arden said:
Something like that. I think they said there's another ritual to portal wherever you want, but it costs as much as Rezzing an epic tier character, so it will rarely be used.
Well if you use a teleportation circle then the component cost is only 1,000GP.
 

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ForbidenMaster said:
Well if you use a teleportation circle then the component cost is only 1,000GP.
Ah, intriguing. And of course, the regular portal will let you get to a circle you know from anywhere on the cheap. So you'd have to either be an idiot or have a very good reason why spending 10 minutes instead of 20 minutes is worth 49k to not just cast those two rituals back to back instead.
 

Rystil Arden said:
I'm surprised, though, considering how they said it was going to be supposedly really hard to overcome death at heroic tier and little more than a stumbling block at epic, then why can you raise a dead heroic character for a pittance (500 gp) while at epic it costs a fortune?

Wealth is relative. Maybe you have less than 1000 gp in heroic, and a vast amount of wealth that dwarfs the cost at epic.
 

GSHamster said:
Wealth is relative. Maybe you have less than 1000 gp in heroic, and a vast amount of wealth that dwarfs the cost at epic.
We know that a level 9 (heroic tier) item costs around 4k, and level 22 seems to be around 300k, so it seems not to be the case--if anything, they seem to be preserving the cost to be around constant with respect to total wealth. Which is quite cool with me and I think will work fine for most people, it just isn't what they said in the preview, so that made me scratch my head.
 

Rystil Arden said:
We know that a level 9 (heroic tier) item costs around 4k, and level 22 seems to be around 300k, so it seems not to be the case--if anything, they seem to be preserving the cost to be around constant with respect to total wealth. Which is quite cool with me and I think will work fine for most people, it just isn't what they said in the preview, so that made me scratch my head.
It hurts more at the start of tiers than the end strangely.

A level 5 item is 1,000 gold.

A level 15 item is 25,000 gold.

So this makes it look like half an item at the midpoint of heroic and 1/5 of an item at paragon.

But an item is 5,000 at level 10 and 9,000 at level 11. So it jumps from 1/10th of an item to more than half in a single level.

Just a weirdness from having the cost jump by tier. It does become overall a lower percentage of wealth as you get higher, but people are relativity more expensive to raise at the start of tier than at the end.
 

Sojorn said:
It hurts more at the start of tiers than the end strangely.

A level 5 item is 1,000 gold.

A level 15 item is 25,000 gold.

So this makes it look like half an item at the midpoint of heroic and 1/5 of an item at paragon.

But an item is 5,000 at level 10 and 9,000 at level 11. So it jumps from 1/10th of an item to more than half in a single level.

Just a weirdness from having the cost jump by tier. It does become overall a lower percentage of wealth as you get higher, but people are relativity more expensive to raise at the start of tier than at the end.
Right, but it doesn't seem to change in percentage by terribly much. The preview claimed that death was a near-impossible impediment at low levels and a minor setback at epic. A slight change in percentage of the cost of a level-appropriate item is somewhat notable, but I have the feeling there was a change in there somewhere after they made the preview, since their earlier statements just don't make sense otherwise.

As I said before, I kind of like that death isn't so pathetic, even at high levels, and that it isn't so impossible at low levels that the players are forced to roll a new character or shut up, so I think it's better this way.
 

Rystil Arden said:
Right, but it doesn't seem to change in percentage by terribly much. The preview claimed that death was a near-impossible impediment at low levels and a minor setback at epic.
Well, epic characters do get some rather nifty "stand the heck back up, you're not done fighting" powers :)

I'd say getting back up at 50% HP after dying counts as being hard to kill.
 

Sojorn said:
Well, epic characters do get some rather nifty "stand the heck back up, you're not done fighting" powers :)

I'd say getting back up at 50% HP after dying counts as being hard to kill.
I've seen those. I'd probably call those death prevention, though.

There's not much difference between that ability and other abilities that let you heal yourself as an interrupt in their total effect or application. I got the impression that they meant death was a speedbump as in after you actually die, it's easy to return. As I said, I like how it actually turned out better than the impression from the preview.
 


Rystil Arden said:
I've seen those. I'd probably call those death prevention, though.

There's not much difference between that ability and other abilities that let you heal yourself as an interrupt in their total effect or application. I got the impression that they meant death was a speedbump as in after you actually die, it's easy to return. As I said, I like how it actually turned out better than the impression from the preview.
Ah, agreed.

Only thing that occurs to me is you do have to actually get to -bloodied or fail three death saving throws for the "When you die" effects to kick in. Healing as an interrupt wouldn't have you fall over in the first place. That might make the "feel" of the on death effects a bit different. Or it might not. Would need to see it in play :)
 

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