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The (new) Immortals Handbook Thread
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<blockquote data-quote="Baronovan" data-source="post: 2276837" data-attributes="member: 19975"><p>Well, going to the epic spell system is your first mistake. <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=":)" /> And frankly, there's no way that a titan hitting for 205 normal damage is the same as him hitting you for 41 points of perma-damage, or any other such ratio. Consider that, if a PC takes 41 or 8 points of permanent damage, that's 41 or 8 points of damage that <em>every encounter from there on out</em> gets to "deal" to that PC "for free" -- they don't have to exert any effort because those HP (formerly part of a character's hard-earned build) are now "gone." That is the crux of my argument against the philosophy that such an ability can ever be balanced. You (not necessarily YOU) cannot predict the weight of every encounter from that point on and factor it into the perma-damage creature's CR. It's just not happening.</p><p></p><p></p><p></p><p>Back atchya.</p><p></p><p></p><p></p><p>Good try, but my argument still stands.</p><p></p><p> <a href="mailto:noldor@danbrijbag.com">noldor@danbrijbag.com</a></p><p></p><p></p><p></p><p>As a semi-avid coder here and there, I understand this principle, but I don't think testing a numeric generically is going to suffice. This monster tips the balance of every encounter that takes place after its own. Very... very hard to predict how this abiity will affect a PC down the road.</p><p></p><p></p><p></p><p>"Could", but most likely will not. See above.</p><p></p><p></p><p></p><p>Maybe not on paper, but for everyone sitting at the table with their hard-earned builds... Again, knowing the risk in one encounter or not is almost irrelevant here, as this beast messes up ALL your future encounters.</p><p></p><p></p><p></p><p>Because the PC must really lose to suffer this defeat. Give the beastie nasty damage and have it "take" a point of Con from anyone it kills. They come back weaker, but it's a more understandable set of circumstances.</p><p></p><p></p><p></p><p>I disagree. Given that resurrection is over-common, removing the ability to do so "flawlessly" brings back the doubtful application of such magic. It'd be like dropping the cleric back to using <em>raise dead</em> instead. Beyond that, a 70th-level character who was on an even Con will lose 70 hp permanently from such an ability, but again only if they die. I think it "balances" better considering the effort some people can put into a character by then.</p><p></p><p></p><p></p><p>I disagree. See my example above. Beyond that, <em>energy drain</em> can be fixed using <em>restoration</em> spells. This ability, by default, cannot be cured at all. There's a vast difference.</p><p></p><p></p><p></p><p>Hehehehe... sorta. Even then, see my above examples for reasons why this ability cannot ever be balanced.</p><p></p><p></p><p></p><p>As per D&D. Massive damage saves affect a game from level 1 on up. The <em>destruction</em> spell has the same effect on anyone it affects, level 1 or 100. Even in the case of high saves, the autofail is "nature at work" in D&D.</p></blockquote><p></p>
[QUOTE="Baronovan, post: 2276837, member: 19975"] Well, going to the epic spell system is your first mistake. :) And frankly, there's no way that a titan hitting for 205 normal damage is the same as him hitting you for 41 points of perma-damage, or any other such ratio. Consider that, if a PC takes 41 or 8 points of permanent damage, that's 41 or 8 points of damage that [i]every encounter from there on out[/i] gets to "deal" to that PC "for free" -- they don't have to exert any effort because those HP (formerly part of a character's hard-earned build) are now "gone." That is the crux of my argument against the philosophy that such an ability can ever be balanced. You (not necessarily YOU) cannot predict the weight of every encounter from that point on and factor it into the perma-damage creature's CR. It's just not happening. Back atchya. Good try, but my argument still stands. [email]noldor@danbrijbag.com[/email] As a semi-avid coder here and there, I understand this principle, but I don't think testing a numeric generically is going to suffice. This monster tips the balance of every encounter that takes place after its own. Very... very hard to predict how this abiity will affect a PC down the road. "Could", but most likely will not. See above. Maybe not on paper, but for everyone sitting at the table with their hard-earned builds... Again, knowing the risk in one encounter or not is almost irrelevant here, as this beast messes up ALL your future encounters. Because the PC must really lose to suffer this defeat. Give the beastie nasty damage and have it "take" a point of Con from anyone it kills. They come back weaker, but it's a more understandable set of circumstances. I disagree. Given that resurrection is over-common, removing the ability to do so "flawlessly" brings back the doubtful application of such magic. It'd be like dropping the cleric back to using [i]raise dead[/i] instead. Beyond that, a 70th-level character who was on an even Con will lose 70 hp permanently from such an ability, but again only if they die. I think it "balances" better considering the effort some people can put into a character by then. I disagree. See my example above. Beyond that, [i]energy drain[/i] can be fixed using [i]restoration[/i] spells. This ability, by default, cannot be cured at all. There's a vast difference. Hehehehe... sorta. Even then, see my above examples for reasons why this ability cannot ever be balanced. As per D&D. Massive damage saves affect a game from level 1 on up. The [i]destruction[/i] spell has the same effect on anyone it affects, level 1 or 100. Even in the case of high saves, the autofail is "nature at work" in D&D. [/QUOTE]
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