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<blockquote data-quote="Victim" data-source="post: 181010" data-attributes="member: 78"><p>Okay, this may seem odd, but one thing I've considered is making things more about HP. Instead of a Reflex save, spells would do damage to "Relfex points" and HP. Evasion would allow you to take the attack on straight reflex instead of both. These Saving throw points would refresh over time, but much faster than HP. They'd kind of have fast healing or something. I think that this would model lots of heroic type things much better.</p><p></p><p>For example, X is attacked by hasted wizard. First, a lightning bolt flies toward X, and he attempts to dive out of the way. Then another lightning blot or fireball is aimed at him. It seems somewhat odd that his chance to dodge the second blast is equal to his chance against the first. He may dive out of the way of the first bolt, and the 2nd is aimed to catch him in midair, or the fireball goes off directly behind the cover he's using. After dodging one blast, X probably won't be in as good of a position to dodge the next. If he's amazingly good, maybe he flips over the cover just as the fireball strikes to dodge it, or throws something into the air as he sees the 2nd bolt getting primed so that the action-reaction drives him away from the worst of it. But he'd have to be amazing good to dodge both - thus having a huge reflex point total.</p><p></p><p>If a hero is captured and evil doers use magics to twist his mind, when does he succumb to their influences? Right now, he has an X% chance of folding against each attack. Granted, that with a good save it's unlikely that he'll quickly fold, but it's still a chance. It should probably take a long time to wear him down and break him. With Will points, it would take some time, depending on how good the rolls were. But he wouldn't fold instantly. </p><p></p><p>Also, using resistance points would be more consistent with HP. It's somewhat inconsistent to have one attack work on attrition and another to work on a X% avoidance chance.</p></blockquote><p></p>
[QUOTE="Victim, post: 181010, member: 78"] Okay, this may seem odd, but one thing I've considered is making things more about HP. Instead of a Reflex save, spells would do damage to "Relfex points" and HP. Evasion would allow you to take the attack on straight reflex instead of both. These Saving throw points would refresh over time, but much faster than HP. They'd kind of have fast healing or something. I think that this would model lots of heroic type things much better. For example, X is attacked by hasted wizard. First, a lightning bolt flies toward X, and he attempts to dive out of the way. Then another lightning blot or fireball is aimed at him. It seems somewhat odd that his chance to dodge the second blast is equal to his chance against the first. He may dive out of the way of the first bolt, and the 2nd is aimed to catch him in midair, or the fireball goes off directly behind the cover he's using. After dodging one blast, X probably won't be in as good of a position to dodge the next. If he's amazingly good, maybe he flips over the cover just as the fireball strikes to dodge it, or throws something into the air as he sees the 2nd bolt getting primed so that the action-reaction drives him away from the worst of it. But he'd have to be amazing good to dodge both - thus having a huge reflex point total. If a hero is captured and evil doers use magics to twist his mind, when does he succumb to their influences? Right now, he has an X% chance of folding against each attack. Granted, that with a good save it's unlikely that he'll quickly fold, but it's still a chance. It should probably take a long time to wear him down and break him. With Will points, it would take some time, depending on how good the rolls were. But he wouldn't fold instantly. Also, using resistance points would be more consistent with HP. It's somewhat inconsistent to have one attack work on attrition and another to work on a X% avoidance chance. [/QUOTE]
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