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Community
General Tabletop Discussion
*Pathfinder & Starfinder
My Experience with changing Ongoing Damage over rounds to an immediate effect
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<blockquote data-quote="Stalker0" data-source="post: 5233344" data-attributes="member: 5889"><p>There's been some talk lately for those trying to reduce tracking, of trying this idea:</p><p></p><p>Changing ongoing damage from a once per round save to an immediate effect. When you are hit with the effect, you immediately take the damage, roll a save, and continue to take damage and saving until you pass the effect.</p><p></p><p></p><p>I tried it out on a custom level 20 solo that my party faced in an epic battle, so I thought I'd share my thoughts.</p><p></p><p>The creature had escalating (which is our word for this new concept) damage 10, 15, and 20 damage attacks (the damage increased as the monster was damaged).</p><p></p><p></p><p>From a tracking standpoint, the combat went very smoothly. The immediate saves were easy to take care of and I believe the combat went faster because of it.</p><p></p><p>From a power standpoint, escalating damage is A LOT stronger than ongoing damage. Both from its potential ability to stack (multiple attacks dealing escalating damage can stack with each other the way we I played with it) and from it potential swinginess factor.</p><p></p><p>The big highlight tonight was a time one of my players took 60 damage from one escalating attack and went right to unconsciousness.</p><p></p><p></p><p></p><p>If I try out the concept again, I would probably try one of the following tweaks:</p><p></p><p>1) Add a +2 to the saving throw for each additional save required. So saving throw, saving throw +2, saving throw +4, etc. Unlike with a saving made every round, its very easy to add custom saving throw modifiers to immediate saves.</p><p></p><p>2) Require a save before any damage is taken, instead of taking the first bout of damage than forcing a save.</p><p></p><p>3) Reduce the damage by 5. So ongoing 10 = escalating 5, etc.</p><p></p><p>Of these 3, right now I like option 1 the best simply because it puts a maximum limit on this damage and puts the damage more in the realm of the original ongoing damage.</p><p></p><p>However, the escalating damage felt very appropriate for this climatic battle and overall I think made it a better experience. I think I will try it again in a appropriate situation, though again likely with one of the changes I mentioned above.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 5233344, member: 5889"] There's been some talk lately for those trying to reduce tracking, of trying this idea: Changing ongoing damage from a once per round save to an immediate effect. When you are hit with the effect, you immediately take the damage, roll a save, and continue to take damage and saving until you pass the effect. I tried it out on a custom level 20 solo that my party faced in an epic battle, so I thought I'd share my thoughts. The creature had escalating (which is our word for this new concept) damage 10, 15, and 20 damage attacks (the damage increased as the monster was damaged). From a tracking standpoint, the combat went very smoothly. The immediate saves were easy to take care of and I believe the combat went faster because of it. From a power standpoint, escalating damage is A LOT stronger than ongoing damage. Both from its potential ability to stack (multiple attacks dealing escalating damage can stack with each other the way we I played with it) and from it potential swinginess factor. The big highlight tonight was a time one of my players took 60 damage from one escalating attack and went right to unconsciousness. If I try out the concept again, I would probably try one of the following tweaks: 1) Add a +2 to the saving throw for each additional save required. So saving throw, saving throw +2, saving throw +4, etc. Unlike with a saving made every round, its very easy to add custom saving throw modifiers to immediate saves. 2) Require a save before any damage is taken, instead of taking the first bout of damage than forcing a save. 3) Reduce the damage by 5. So ongoing 10 = escalating 5, etc. Of these 3, right now I like option 1 the best simply because it puts a maximum limit on this damage and puts the damage more in the realm of the original ongoing damage. However, the escalating damage felt very appropriate for this climatic battle and overall I think made it a better experience. I think I will try it again in a appropriate situation, though again likely with one of the changes I mentioned above. [/QUOTE]
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My Experience with changing Ongoing Damage over rounds to an immediate effect
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