LostSoul
Adventurer
How about a list of little changes that add a lot of flavour to the game?
1. Rituals are powered by blood. You can expend a number of healing surges to power them, or you can take the blood from willing and unwilling victimes.
Worth of Healing Surge
If the Ritual normally costs Healing Surges, you still have to account for those. Any excess gp not covered must be fuelled somehow...
Notes: I have no idea what this would do to a game. Just something that occured to me.
Any others?
1. Rituals are powered by blood. You can expend a number of healing surges to power them, or you can take the blood from willing and unwilling victimes.
Worth of Healing Surge
- PC: Level * 25 gp, PC loses 1 healing surge.
- Willing Target, bled: Level * 50 gp, target loses hp equal to bloodied amount.
- Willing Target, killed: Level * 100 gp, target is reduced to 0 hp.
- Unwilling Target, bled: Level * 25 (for nice games) or * 50 (for gritty ones), target loses hp equal to bloodied amount.
- Unwilling Target, killed: Level * 50 or * 200, target is reduced to 0 hp.
If the Ritual normally costs Healing Surges, you still have to account for those. Any excess gp not covered must be fuelled somehow...
Notes: I have no idea what this would do to a game. Just something that occured to me.
Any others?