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<blockquote data-quote="GMMichael" data-source="post: 6133251" data-attributes="member: 6685730"><p>15 MP would grant the character an additional MP action each round, so he would have 4 actions per round total. The action from the high MP would be for MP use only, but it could still be used as an MP defense. The 3 unassigned actions could be used for defense as well. Any of those actions could be used to cast spells instead of being used later for defense.</p><p></p><p>Defense skills (Parry, Concentrate, and Willpower) are very important - if you don't have protection. Defense skills negate all damage, protection reduces the damage that gets past defenses. The problem with defense skills is that they require an action to use.</p><p></p><p>Mooks are up to the GM <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Fighting is largely about actions and positioning. A melee weapon can be used in one action, a bow in two, crossbow in three. Spells do a die of damage (or an effect) per action as well. Positioning -</p><p><a href="http://www.obsidianportal.com/campaign/p-p-rpg/wikis/battle-space" target="_blank">http://www.obsidianportal.com/campaign/p-p-rpg/wikis/battle-space</a></p><p>- is like Final Fantasy 4: you're either toe-to-toe with the enemy, or you're avoiding him in the back. Back row takes and deals half melee damage.</p><p></p><p></p><p></p><p>I find the choice to burn one's self quite fascinating, roleplaying-wise. There are two kinds of running away: take cover (+4 Parry) in a defensive posture (half melee damage), or leave the combat. The idea is that combatants have enough freedom to move in battle to protect themselves, but not enough to completely avoid damage. If you can completely avoid damage, you'll probably have some trouble dealing it as well.</p><p></p><p></p><p>I don't know about this, but please, add your own rules!</p><p></p><p></p><p>One point to one ability, unless he wants to spend his level perk on another ability point. If someone expands the system to more ability scores, I imagine that more ability bumps may be in order.</p><p></p><p></p><p>Quite likely. But he'll want Mental points so that he can maintain spells, and Physical points help him survive normal attacks. So he'll need a healer or good armor spell handy as well. (Note that negating the damage applies only to his own spellcasting; a caster is still vulnerable to other Physical and Mental attacks).</p><p></p><p></p><p>Astute. We'll have to require the caster to use at least one action to cast the spell (also usable to negate damage) or else he'll be able to cast as many spells per round as he can take damage. So the caster can now use each spellcasting action to deal damage (or create an effect), while the only damage he can't avoid (without a perk) is the 1d8 MP which brings the spell into being.</p><p></p><p></p><p>It also results in a lot of spells being cast. I boosted that to one hour, same as Mental damage. And the caster can spend an hour Concentrating to get two back instead. So casters effectively gain more spells per day by increasing their MP scores, and taking the Casting Endurance perk, which reduces MP casting damage by 1 (but not below 1).</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6133251, member: 6685730"] 15 MP would grant the character an additional MP action each round, so he would have 4 actions per round total. The action from the high MP would be for MP use only, but it could still be used as an MP defense. The 3 unassigned actions could be used for defense as well. Any of those actions could be used to cast spells instead of being used later for defense. Defense skills (Parry, Concentrate, and Willpower) are very important - if you don't have protection. Defense skills negate all damage, protection reduces the damage that gets past defenses. The problem with defense skills is that they require an action to use. Mooks are up to the GM ;) Fighting is largely about actions and positioning. A melee weapon can be used in one action, a bow in two, crossbow in three. Spells do a die of damage (or an effect) per action as well. Positioning - [URL]http://www.obsidianportal.com/campaign/p-p-rpg/wikis/battle-space[/URL] - is like Final Fantasy 4: you're either toe-to-toe with the enemy, or you're avoiding him in the back. Back row takes and deals half melee damage. I find the choice to burn one's self quite fascinating, roleplaying-wise. There are two kinds of running away: take cover (+4 Parry) in a defensive posture (half melee damage), or leave the combat. The idea is that combatants have enough freedom to move in battle to protect themselves, but not enough to completely avoid damage. If you can completely avoid damage, you'll probably have some trouble dealing it as well. I don't know about this, but please, add your own rules! One point to one ability, unless he wants to spend his level perk on another ability point. If someone expands the system to more ability scores, I imagine that more ability bumps may be in order. Quite likely. But he'll want Mental points so that he can maintain spells, and Physical points help him survive normal attacks. So he'll need a healer or good armor spell handy as well. (Note that negating the damage applies only to his own spellcasting; a caster is still vulnerable to other Physical and Mental attacks). Astute. We'll have to require the caster to use at least one action to cast the spell (also usable to negate damage) or else he'll be able to cast as many spells per round as he can take damage. So the caster can now use each spellcasting action to deal damage (or create an effect), while the only damage he can't avoid (without a perk) is the 1d8 MP which brings the spell into being. It also results in a lot of spells being cast. I boosted that to one hour, same as Mental damage. And the caster can spend an hour Concentrating to get two back instead. So casters effectively gain more spells per day by increasing their MP scores, and taking the Casting Endurance perk, which reduces MP casting damage by 1 (but not below 1). [/QUOTE]
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