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Power design guidelines?
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<blockquote data-quote="Quickleaf" data-source="post: 4716837" data-attributes="member: 20323"><p>I really hope DMG2 addresses the science of power creation, even though there seems to be a fair bit of art. For the parts that can be codified, someone in the house rules forum started to break down the power creation guidelines. I forget who and my search-fu was weak today <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> I hope they take credit for their work!</p><p></p><p>[sblock=power creation guidelines]Melee</p><p>Standard Action, Melee Weapon</p><p>Target: One Creature</p><p>Attack: Primary Attribute Modifier (PAM) vs AC</p><p>Hit: 1W + PAM damage</p><p></p><p>Ranged</p><p>Standard Action, Ranged Weapon</p><p>Target: One Creature</p><p>Attack: Primary Attribute Modifier (PAM) vs AC</p><p>Hit: 1W + PAM damage</p><p></p><p>Close</p><p>Standard Action, Close Burst 1 </p><p>Target: Each creature in burst</p><p>Attack: Primary Attribute Modifier (PAM) vs AC</p><p>Hit: 1W + PAM damage</p><p></p><p>Area </p><p>Standard Action, Area burst 1 within 10 squares</p><p>Target: Each creature is burst</p><p>Attack: Primary Attribute Modifier (PAM) vs Reflex</p><p>Hit: 1d6 + PAM damage</p><p></p><p>2) Each power type has a different power modifier sum. Power modifiers may be taken more than once and the effects are cummulative.</p><p>At-will powers: 1</p><p>Encounter powers: 2 in heroic, 5 in paragon, 7 in epic</p><p>Daily power: 4 in heroic, 7 in paragon, 9 in epic</p><p></p><p>Sample Power Modifers</p><p></p><p>-2: No PAM damage on Hit</p><p>-1: Add damage type (fire, necrotic, poison)</p><p>-1: Remove Weapon or Implement Keyword</p><p>0: Attack targets Fortitude or Will instead of Reflex</p><p>0: Ranged 5 instead of Ranged weapon</p><p>0: Hit deal 1d6 damage instead of 1W</p><p>0: Add damage type (cold, electric, thunder)</p><p>1: Blast or Wall instead of burst</p><p>1: Hit also pushes the target 1 square</p><p>1: Hit also knocks the target prone </p><p>1: Hit deals an additional 1W</p><p>1: Hit or Miss also causes minor ailment (dazed, slowed, grants combat advantage) until the end of your next turn</p><p>1: Hit or Miss causes onging damage 5</p><p>1: Hit or Miss grants target -2 penalty to one defense or attack rolls until end of your next turn</p><p>1: Hit or Miss grants target -SAM penalty to one defense or attack rolls until end of your next turn</p><p>1: Increase damage dice one size</p><p>1: Increase burst or area size by 2</p><p>1: Increase Range by 5 squares</p><p>1: Ailment lasts until save ends instead or end of turn</p><p>1: Hit deals Secondary Attribute damage </p><p>1: Add damage type (radiant, acid, psychic)</p><p>1: Attack is Reliable</p><p>1: +2 to the attack roll</p><p>1: Attack deal half damage on Miss</p><p>2: Attack targets Reflex instead of AC</p><p>2: Hit or Miss also causes major ailment (stunned, immobilized, blinded) until the end of your next turn</p><p>2: Additional 1W attack after primary attack</p><p>[/sblock]</p><p></p><p>A couple points to consider:</p><p></p><p><strong>Conditions (least to worst)</strong></p><p>Deafened, Slowed, granting Combat Advantage, Prone, Immobilized, Dazed, Weakened, Blinded, Restrained, Petrified (assuming it is as temporary as any other effect), Stunned, Dominated, Unconscious.</p><p></p><p><strong>Granularity within tiers</strong></p><p>The system above doesn't take into account any difference between, say level 1 and level 7 attack powers. It seems like level 7 should be more powerful, right? There was discussion in the original thread that this assumption might not be true. Personally I think adding some granularity would be helpful...maybe I'll do that.</p><p></p><p><strong>Scaling for repeated power modifiers</strong></p><p>It's pretty clear that there should be an exponential or at least an increasing cost for repeatedly adding, say a +1[W] to power's damage. Also, there was discussion about dividing up scaling according to three groups, but I can't remember what those were.</p><p></p><p>Hope that gives you a good start. If you come up with any other tools, let us know!</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 4716837, member: 20323"] I really hope DMG2 addresses the science of power creation, even though there seems to be a fair bit of art. For the parts that can be codified, someone in the house rules forum started to break down the power creation guidelines. I forget who and my search-fu was weak today :( I hope they take credit for their work! [sblock=power creation guidelines]Melee Standard Action, Melee Weapon Target: One Creature Attack: Primary Attribute Modifier (PAM) vs AC Hit: 1W + PAM damage Ranged Standard Action, Ranged Weapon Target: One Creature Attack: Primary Attribute Modifier (PAM) vs AC Hit: 1W + PAM damage Close Standard Action, Close Burst 1 Target: Each creature in burst Attack: Primary Attribute Modifier (PAM) vs AC Hit: 1W + PAM damage Area Standard Action, Area burst 1 within 10 squares Target: Each creature is burst Attack: Primary Attribute Modifier (PAM) vs Reflex Hit: 1d6 + PAM damage 2) Each power type has a different power modifier sum. Power modifiers may be taken more than once and the effects are cummulative. At-will powers: 1 Encounter powers: 2 in heroic, 5 in paragon, 7 in epic Daily power: 4 in heroic, 7 in paragon, 9 in epic Sample Power Modifers -2: No PAM damage on Hit -1: Add damage type (fire, necrotic, poison) -1: Remove Weapon or Implement Keyword 0: Attack targets Fortitude or Will instead of Reflex 0: Ranged 5 instead of Ranged weapon 0: Hit deal 1d6 damage instead of 1W 0: Add damage type (cold, electric, thunder) 1: Blast or Wall instead of burst 1: Hit also pushes the target 1 square 1: Hit also knocks the target prone 1: Hit deals an additional 1W 1: Hit or Miss also causes minor ailment (dazed, slowed, grants combat advantage) until the end of your next turn 1: Hit or Miss causes onging damage 5 1: Hit or Miss grants target -2 penalty to one defense or attack rolls until end of your next turn 1: Hit or Miss grants target -SAM penalty to one defense or attack rolls until end of your next turn 1: Increase damage dice one size 1: Increase burst or area size by 2 1: Increase Range by 5 squares 1: Ailment lasts until save ends instead or end of turn 1: Hit deals Secondary Attribute damage 1: Add damage type (radiant, acid, psychic) 1: Attack is Reliable 1: +2 to the attack roll 1: Attack deal half damage on Miss 2: Attack targets Reflex instead of AC 2: Hit or Miss also causes major ailment (stunned, immobilized, blinded) until the end of your next turn 2: Additional 1W attack after primary attack [/sblock] A couple points to consider: [b]Conditions (least to worst)[/b] Deafened, Slowed, granting Combat Advantage, Prone, Immobilized, Dazed, Weakened, Blinded, Restrained, Petrified (assuming it is as temporary as any other effect), Stunned, Dominated, Unconscious. [b]Granularity within tiers[/b] The system above doesn't take into account any difference between, say level 1 and level 7 attack powers. It seems like level 7 should be more powerful, right? There was discussion in the original thread that this assumption might not be true. Personally I think adding some granularity would be helpful...maybe I'll do that. [b]Scaling for repeated power modifiers[/b] It's pretty clear that there should be an exponential or at least an increasing cost for repeatedly adding, say a +1[W] to power's damage. Also, there was discussion about dividing up scaling according to three groups, but I can't remember what those were. Hope that gives you a good start. If you come up with any other tools, let us know! [/QUOTE]
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