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*Dungeons & Dragons
Points of Light - replacement for random encounters
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<blockquote data-quote="Arlough" data-source="post: 5530141" data-attributes="member: 79335"><p>Sorry, copy/paste fail on my part.</p><p></p><p>Originally the * was "If they wish, they can spend a Daily attack power to prevent the loss of 2 surges." and was supposed to be on all of them.</p><p></p><p></p><p></p><p>This is where using skills gives you bonuses to the d20 roll. So, if you are in a level 7 zone, and your party sneaks through with a successful group stealth check, you would get a bonus to the roll (maybe 2) making it so that even if you roll a 1, the total of the roll plus sneak modifier is 3, therefore only 1d4-1 surges lost instead of 1d4.</p><p>Of course, you can also get penalties to the roll. For example, if you are in a hostile land, that happens to be flat and featureless dry lake bed, you are much more likely to be spotted and targeted, so that would give you a -2 to the check.</p><p></p><p>I have also, now, come to the conclusion that many small adjustments need to be made. Some to clarify, some to balance, and some just to achieve a higher level of standardization of terms and values. In this vein, I will actually formalize the system as it stands in a document and post it here shortly in PDF format.</p><p></p><p>As I am working on this, though, I would like some help gathering info so I can not just balance everything to be fair, but more importantly to be fun.</p><p>So, if I can get some data from you guys...</p><p></p><p>I have become aware that my players seem to value just about everything over surges. In fact, I would now wager that all but two of my latest group would even value 5 hp over 1 surge. And those two are the most experienced.</p><p>But, I wonder if this is a common theme, or if it is just that I haven't forced them to <em>really</em> value those surges yet.</p><p>So, could anyone give me some feedback on what their group values more? Basically, could you order this list from 1 - 6 with 1 being the most valuable and 6 being the least valuable to your players as per their actions.</p><p></p><ul> <li data-xf-list-type="ul">Daily Attack Powers</li> <li data-xf-list-type="ul">Daily Item Powers</li> <li data-xf-list-type="ul">Action Points</li> <li data-xf-list-type="ul">Healing Surges</li> <li data-xf-list-type="ul">HP</li> <li data-xf-list-type="ul">other things I haven't thought of yet</li> </ul><p></p><p>I know that if I actually ask "Do you think it is worth it to spend a surge to get back 5 hit points?" my group will almost universally say "No." but I also know that they will sometimes do just that unless it is questioned.</p></blockquote><p></p>
[QUOTE="Arlough, post: 5530141, member: 79335"] Sorry, copy/paste fail on my part. Originally the * was "If they wish, they can spend a Daily attack power to prevent the loss of 2 surges." and was supposed to be on all of them. This is where using skills gives you bonuses to the d20 roll. So, if you are in a level 7 zone, and your party sneaks through with a successful group stealth check, you would get a bonus to the roll (maybe 2) making it so that even if you roll a 1, the total of the roll plus sneak modifier is 3, therefore only 1d4-1 surges lost instead of 1d4. Of course, you can also get penalties to the roll. For example, if you are in a hostile land, that happens to be flat and featureless dry lake bed, you are much more likely to be spotted and targeted, so that would give you a -2 to the check. I have also, now, come to the conclusion that many small adjustments need to be made. Some to clarify, some to balance, and some just to achieve a higher level of standardization of terms and values. In this vein, I will actually formalize the system as it stands in a document and post it here shortly in PDF format. As I am working on this, though, I would like some help gathering info so I can not just balance everything to be fair, but more importantly to be fun. So, if I can get some data from you guys... I have become aware that my players seem to value just about everything over surges. In fact, I would now wager that all but two of my latest group would even value 5 hp over 1 surge. And those two are the most experienced. But, I wonder if this is a common theme, or if it is just that I haven't forced them to [i]really[/i] value those surges yet. So, could anyone give me some feedback on what their group values more? Basically, could you order this list from 1 - 6 with 1 being the most valuable and 6 being the least valuable to your players as per their actions. [LIST] [*]Daily Attack Powers [*]Daily Item Powers [*]Action Points [*]Healing Surges [*]HP [*]other things I haven't thought of yet [/LIST] I know that if I actually ask "Do you think it is worth it to spend a surge to get back 5 hit points?" my group will almost universally say "No." but I also know that they will sometimes do just that unless it is questioned. [/QUOTE]
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Points of Light - replacement for random encounters
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