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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Lanefan" data-source="post: 7179240" data-attributes="member: 29398"><p>... that any area effect damage reasonably scaled to level might put you down even on a made save, never mind a failed one.</p><p></p><p>Simple math - wizard gain d4 h.p. per level until 11th or so, after which it's a flat 1 h.p. per level if memory serves. Yet fireballs, lightning bolts, and the like just keep tacking on d6/level for every level of the caster.</p><p></p><p>So a MU-18 will have, on average, (2.5 x 11) 28 + (1 x 7) 7 = 35 h.p. An 18-dice blast will average (3.5 x 18) 63 points of damage; save for half gives 31 or 32 depending how a table handles rounding, and that takes a big chunk out of 35. If the MU has already been hurt by something, or if the damage roll is a bit above average, wizard needs help badly. <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><p></p><p>Some of the limits were like that. Others were more elegant, I point again to interruptions. </p><p></p><p>Yeah, we only ever really worried about components that had a listed price in the spell write-up e.g. the 100 g.p. pearl for Identify, unless for some reason a wizard had been stripped of possessions. The 3e idea of the components pouch for non-costed components is good for this...until the pouch gets destroyed... <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><p></p><p>I believe it's in there somewhere, but hard both to find and to understand. What really messes it up is that while most things run on a 6-segment round spellcasting uses a 10-segment round, which either means casting uses longer rounds or the timing is all thrown off.</p><p></p><p>[sblock="Initiative discussion"]</p><p></p><p>What I did first was convert all the 10-segment casting times into their nearest 6-segment equivalents, to synch up the round and segment lengths and clear up that mess.</p><p>We re-roll individually each round anyway, and everything happens segment-by-segment. So, if your initiative is 2 to start a 3-segment spell you'll resolve on 5 of next round, and roll d4 for that round's initiative.</p><p>Staunch 1e defender that I am in other ways, I'm in full agreement with you here. <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=":)" /> We came up with our own system ages ago, some of which I've noted here, and it seems to work well enough about 99% of the time. [/sblock]</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7179240, member: 29398"] ... that any area effect damage reasonably scaled to level might put you down even on a made save, never mind a failed one. Simple math - wizard gain d4 h.p. per level until 11th or so, after which it's a flat 1 h.p. per level if memory serves. Yet fireballs, lightning bolts, and the like just keep tacking on d6/level for every level of the caster. So a MU-18 will have, on average, (2.5 x 11) 28 + (1 x 7) 7 = 35 h.p. An 18-dice blast will average (3.5 x 18) 63 points of damage; save for half gives 31 or 32 depending how a table handles rounding, and that takes a big chunk out of 35. If the MU has already been hurt by something, or if the damage roll is a bit above average, wizard needs help badly. :) Some of the limits were like that. Others were more elegant, I point again to interruptions. Yeah, we only ever really worried about components that had a listed price in the spell write-up e.g. the 100 g.p. pearl for Identify, unless for some reason a wizard had been stripped of possessions. The 3e idea of the components pouch for non-costed components is good for this...until the pouch gets destroyed... :) I believe it's in there somewhere, but hard both to find and to understand. What really messes it up is that while most things run on a 6-segment round spellcasting uses a 10-segment round, which either means casting uses longer rounds or the timing is all thrown off. [sblock="Initiative discussion"] What I did first was convert all the 10-segment casting times into their nearest 6-segment equivalents, to synch up the round and segment lengths and clear up that mess. We re-roll individually each round anyway, and everything happens segment-by-segment. So, if your initiative is 2 to start a 3-segment spell you'll resolve on 5 of next round, and roll d4 for that round's initiative. Staunch 1e defender that I am in other ways, I'm in full agreement with you here. :) We came up with our own system ages ago, some of which I've noted here, and it seems to work well enough about 99% of the time. [/sblock] Lanefan [/QUOTE]
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