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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Simplified ongoing damage
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<blockquote data-quote="CapnZapp" data-source="post: 4645662" data-attributes="member: 12731"><p>I agree this doesn't seem much like a real relief. To make this a real simplification:</p><p></p><p>#1 Replace ongoing damage with a single damage hit doing <u>triple</u> the ongoing damage rating. <em>(While a doubling might be statistically accurate, that doesn't take the danger of repeated failures into account. By tripling the damage instead, you do take higher damage on average, but you also lose the uncertainty. This should cost something. Besides, by tripling damage, ongoing damage becomes more dramatically important)</em></p><p>#2 Any bonuses on saves translate into a reduction of the ongoing damage rating.</p><p>#3 Any bonus save can be expended as an immediate reaction, reducing the damage before it is applied. One bonus save reduces the damage to double the rating. Two bonus saves reduces the damage to equal the rating. More than two bonus saves doesn't stack.</p><p></p><p>As an example, consider a creature who's just been hit by Ongoing 10.</p><p>* If it can do nothing against this damage, it loses 30 hit points.</p><p>* If it it is an elite (or otherwise have +2 to relevant saves), it loses (10-8)x3=24 hp.</p><p>* If it it is a solo (or otherwise have +5 to relevant saves), it loses (10-5)x3=15 hp.</p><p>* If it (or its allies) is able and willing to spend a power granting an extra save or re-roll, the damage is reduced to two-thirds (to 20 hp, 16 hp and 10 hp; respectively, depending on save bonuses)</p><p>* If it (or its allies) is able and willing to spend <em>two</em> powers granting extra saves or re-rolls, the damage is reduced to one-third (to 10 hp, 8 hp and 5 hp; respectively, again depending on save bonuses)</p><p></p><p>In this system you neither roll dice or keep track of rounds. Everything is resolved right at the time of the attack causing the ongoing damage.</p><p></p><p>Cheers,</p><p>Zapp</p><p></p><p>PS. Yes, Solos automatically become immune to Ongoing 5 damage. Not a big deal, as I see it...</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4645662, member: 12731"] I agree this doesn't seem much like a real relief. To make this a real simplification: #1 Replace ongoing damage with a single damage hit doing [U]triple[/U] the ongoing damage rating. [I](While a doubling might be statistically accurate, that doesn't take the danger of repeated failures into account. By tripling the damage instead, you do take higher damage on average, but you also lose the uncertainty. This should cost something. Besides, by tripling damage, ongoing damage becomes more dramatically important)[/I] #2 Any bonuses on saves translate into a reduction of the ongoing damage rating. #3 Any bonus save can be expended as an immediate reaction, reducing the damage before it is applied. One bonus save reduces the damage to double the rating. Two bonus saves reduces the damage to equal the rating. More than two bonus saves doesn't stack. As an example, consider a creature who's just been hit by Ongoing 10. * If it can do nothing against this damage, it loses 30 hit points. * If it it is an elite (or otherwise have +2 to relevant saves), it loses (10-8)x3=24 hp. * If it it is a solo (or otherwise have +5 to relevant saves), it loses (10-5)x3=15 hp. * If it (or its allies) is able and willing to spend a power granting an extra save or re-roll, the damage is reduced to two-thirds (to 20 hp, 16 hp and 10 hp; respectively, depending on save bonuses) * If it (or its allies) is able and willing to spend [I]two[/I] powers granting extra saves or re-rolls, the damage is reduced to one-third (to 10 hp, 8 hp and 5 hp; respectively, again depending on save bonuses) In this system you neither roll dice or keep track of rounds. Everything is resolved right at the time of the attack causing the ongoing damage. Cheers, Zapp PS. Yes, Solos automatically become immune to Ongoing 5 damage. Not a big deal, as I see it... [/QUOTE]
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