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[Playtest 2] HP thresholds
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<blockquote data-quote="steenan" data-source="post: 5999878" data-attributes="member: 23240"><p>I love the HP thresholds as an idea, but don't like the implementation.</p><p></p><p>The main reason for using the thresholds is tying magical SoD effects to the HP track (aka "how far am I from losing" track). This way, powerful spells need other characters' efforts, instead of making them meaningless.</p><p></p><p>A secondary gain is the ability to give spells significant effects against weak opponents, without letting them one-shot bosses.</p><p></p><p>A HP threshold system that would satisfy me would:</p><p>- Use only current HP, never maximum HP</p><p>- Use a variable threshold (like: "against targets with HP less than 3d6+10, ...") to avoid metagaming monster HPs and to introduce an element of risk</p><p>- Give spells minor effects against monsters above the threshold, so that the spell that hits too powerful enemy is not completely wasted (eg. Dominate dazes for a single round, save negates)</p><p></p><p>One more thing that can be done and goes well with HP thresholds is giving spells extreme effects against weak creatures that are no challenge anyway, to let casters feel powerful without unbalancing the game. This part could use hit dice/levels or total HPs. Example: Dominate is permanent when used on 1st level targets.</p></blockquote><p></p>
[QUOTE="steenan, post: 5999878, member: 23240"] I love the HP thresholds as an idea, but don't like the implementation. The main reason for using the thresholds is tying magical SoD effects to the HP track (aka "how far am I from losing" track). This way, powerful spells need other characters' efforts, instead of making them meaningless. A secondary gain is the ability to give spells significant effects against weak opponents, without letting them one-shot bosses. A HP threshold system that would satisfy me would: - Use only current HP, never maximum HP - Use a variable threshold (like: "against targets with HP less than 3d6+10, ...") to avoid metagaming monster HPs and to introduce an element of risk - Give spells minor effects against monsters above the threshold, so that the spell that hits too powerful enemy is not completely wasted (eg. Dominate dazes for a single round, save negates) One more thing that can be done and goes well with HP thresholds is giving spells extreme effects against weak creatures that are no challenge anyway, to let casters feel powerful without unbalancing the game. This part could use hit dice/levels or total HPs. Example: Dominate is permanent when used on 1st level targets. [/QUOTE]
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[Playtest 2] HP thresholds
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