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Need help with some homebrew-rule balancing...
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<blockquote data-quote="Brightshadow" data-source="post: 313775" data-attributes="member: 3584"><p>(note: This message might seem a bit rushed, but the computer crashed and wiped out the nearly-completed message)</p><p></p><p>Romotre: Currently, the system is set up so that the organics are more adept with magic, and the bionics more adept with energy weapons (guns, basically). The energy weapons use vitality points as ammunition, sort of like soul-powered weapons (akin to magic). My only problem with them is balancing pistol-sized weapons with shotgun and rifle sized weapons. My only fallback plan for this is to use the 'magic item' route (no real rules governing their use, hand them out carefully or risk campaign destruction).</p><p></p><p>Plane Sailing: Hey.... I like that!</p><p></p><p>My only problem with the actual mechanics is that since magic and guns are using vitality points, I can't risk tweaking them too much. A fully bionic guy would have almost no ammo, and a fully organic guy would have far too much (one of my pet peeves about D&D is the near-omnipotence of mages, which I have tried to tone down).</p><p></p><p>I really like the concept behind it, though, and coincidentally enough I altered my planned system just a few minutes before checking for posts.</p><p></p><p>What I've set up now is a system with DR and defence bonus. DR for wound points goes up with bionics, down with organics, and the reverse is true for defence.</p><p>So, a 50% subject would have no bonus or penalty. A 100% bionic would have a DR to wound points of 5, but a defence penalty of 5. A 100% organic subject would be much more able to avoid being hit, with a defence bonus of +5, but would suffer more from a hit, with a wp DR of -5.</p><p></p><p>(Note: I'm also considering changing damage reduction to simply bonus wound points. That extra 5 points of damage per hit really scares me when I think of the poor organics).</p><p></p><p></p><p>Now, that's choice number one.</p><p></p><p>My choice number two:</p><p>Use a system similar to that (thanks again, Plane Sailing! I really like that!), and increase the cost of magic spells (so wizards don't become gods), and simply use some other balancing factor for gun-use. That part shouldn't be -too- hard... just have to put some kind of limiting factor on ammo.</p><p></p><p>Only other issue?</p><p>I've already got hitdice for different classes... how would I modify this? Perhaps increase and decrease die-sizes? Taking my cues from Spycraft, the largest hitdie is for the fighters, which is D12. The smallest is for the mystics (mage-like class), which have d8s. It seems large for a less combat-oriented class, but when one considers how much of that will be used in spells, it sounds a little better.</p><p></p><p>So... any thoughts, anyone? Thanks again for the input, this is helping quite a bit! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Brightshadow, post: 313775, member: 3584"] (note: This message might seem a bit rushed, but the computer crashed and wiped out the nearly-completed message) Romotre: Currently, the system is set up so that the organics are more adept with magic, and the bionics more adept with energy weapons (guns, basically). The energy weapons use vitality points as ammunition, sort of like soul-powered weapons (akin to magic). My only problem with them is balancing pistol-sized weapons with shotgun and rifle sized weapons. My only fallback plan for this is to use the 'magic item' route (no real rules governing their use, hand them out carefully or risk campaign destruction). Plane Sailing: Hey.... I like that! My only problem with the actual mechanics is that since magic and guns are using vitality points, I can't risk tweaking them too much. A fully bionic guy would have almost no ammo, and a fully organic guy would have far too much (one of my pet peeves about D&D is the near-omnipotence of mages, which I have tried to tone down). I really like the concept behind it, though, and coincidentally enough I altered my planned system just a few minutes before checking for posts. What I've set up now is a system with DR and defence bonus. DR for wound points goes up with bionics, down with organics, and the reverse is true for defence. So, a 50% subject would have no bonus or penalty. A 100% bionic would have a DR to wound points of 5, but a defence penalty of 5. A 100% organic subject would be much more able to avoid being hit, with a defence bonus of +5, but would suffer more from a hit, with a wp DR of -5. (Note: I'm also considering changing damage reduction to simply bonus wound points. That extra 5 points of damage per hit really scares me when I think of the poor organics). Now, that's choice number one. My choice number two: Use a system similar to that (thanks again, Plane Sailing! I really like that!), and increase the cost of magic spells (so wizards don't become gods), and simply use some other balancing factor for gun-use. That part shouldn't be -too- hard... just have to put some kind of limiting factor on ammo. Only other issue? I've already got hitdice for different classes... how would I modify this? Perhaps increase and decrease die-sizes? Taking my cues from Spycraft, the largest hitdie is for the fighters, which is D12. The smallest is for the mystics (mage-like class), which have d8s. It seems large for a less combat-oriented class, but when one considers how much of that will be used in spells, it sounds a little better. So... any thoughts, anyone? Thanks again for the input, this is helping quite a bit! :) [/QUOTE]
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Need help with some homebrew-rule balancing...
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