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Power design guidelines?
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<blockquote data-quote="keterys" data-source="post: 4716876" data-attributes="member: 43019"><p>This is something I did once for figuring out a pseudo cost for specials on monsters for use against PCs... I'd change the cost if I were using it for PC powers to use on monsters...</p><p></p><p>'Deafened 0 (literally just flavor)</p><p>Pull 1 .05</p><p>Marked .1 (except I tend to avoid it because it's more to track and irks a reasonable subset of DMs and PCs)</p><p>Push 1 .1</p><p>Slide 1 .2</p><p>Pull 2+ .2</p><p>Push 2 .3</p><p>Slowed .3</p><p>Slide 2 .5</p><p>Grabbed .6</p><p>Push 3-5 .75</p><p>Slide 3-5 .9</p><p>Weakened .9 (actually often more powerful than many of these other cases, but it's far less annoying and easy to work around)</p><p>Prone 1</p><p>Push 6-10 1.1</p><p>Immobilized 1.2</p><p>Slide 6-10 1.5</p><p>Restrained 2 (1.5 if easy to escape)</p><p>Blind 2</p><p>Dazed 3</p><p></p><p>Penalty to attack = ~.2 per -1</p><p>Penalty to all defenses = ~.5 per -1</p><p></p><p>If I don't list something above, it should only show up in a limited attack or possibly as a Solo's shtick (like dominate). For my purposes, requires a combat condition that is easy to achieve does not count as limited enough - such as the ghouls bite causing stunned (save ends) I consider poor.'</p><p></p><p>If redone for use by PC powers, you'd want to factor that monsters sometimes don't have ranged options -at all- which makes immobilize a stronger option. They often don't have a use for as many actions, which is more of a limiter on dazed and stunned than it is on players (who are often screwed out of using their fun powers by daze, and are forced to not play by stunned), but the existence of elites and solos does strongly increase the power of dazed and stunned so you still want to be careful with them.</p><p></p><p>Weaken is also a lot safer for PCs to use against monsters. They don't do a ton of damage to start and there's less frustration inherent.</p></blockquote><p></p>
[QUOTE="keterys, post: 4716876, member: 43019"] This is something I did once for figuring out a pseudo cost for specials on monsters for use against PCs... I'd change the cost if I were using it for PC powers to use on monsters... 'Deafened 0 (literally just flavor) Pull 1 .05 Marked .1 (except I tend to avoid it because it's more to track and irks a reasonable subset of DMs and PCs) Push 1 .1 Slide 1 .2 Pull 2+ .2 Push 2 .3 Slowed .3 Slide 2 .5 Grabbed .6 Push 3-5 .75 Slide 3-5 .9 Weakened .9 (actually often more powerful than many of these other cases, but it's far less annoying and easy to work around) Prone 1 Push 6-10 1.1 Immobilized 1.2 Slide 6-10 1.5 Restrained 2 (1.5 if easy to escape) Blind 2 Dazed 3 Penalty to attack = ~.2 per -1 Penalty to all defenses = ~.5 per -1 If I don't list something above, it should only show up in a limited attack or possibly as a Solo's shtick (like dominate). For my purposes, requires a combat condition that is easy to achieve does not count as limited enough - such as the ghouls bite causing stunned (save ends) I consider poor.' If redone for use by PC powers, you'd want to factor that monsters sometimes don't have ranged options -at all- which makes immobilize a stronger option. They often don't have a use for as many actions, which is more of a limiter on dazed and stunned than it is on players (who are often screwed out of using their fun powers by daze, and are forced to not play by stunned), but the existence of elites and solos does strongly increase the power of dazed and stunned so you still want to be careful with them. Weaken is also a lot safer for PCs to use against monsters. They don't do a ton of damage to start and there's less frustration inherent. [/QUOTE]
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