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When status effects annoy the players
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<blockquote data-quote="Fanaelialae" data-source="post: 5157968" data-attributes="member: 53980"><p>To explain my thinking (or madness, if you prefer <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=";)" />), I don't much like the idea of making it a flat amount for the simple reason that it then becomes a better option for some classes than others. A (high hp) 18 Con Warden has 35 hp, therefore 20 hp is slightly more than half his hp. Conversely, a (low hp) 10 Con Wizard has a mere 20 hp; 20 hp would knock him straight to dying. I don't want the mechanic to favor high hp (primal) classes over low hp (assassin/wizard) classes, and utilizing a percentage based mechanic like surge value bypasses this concern.</p><p></p><p>My level 11 cleric has a surge value of 19. Even a 9 Con Wizard has 49 hp at 11th (resulting in a surge value of 12). Therefore (I expect) the Dreadnought ability would still be quite valuable, falling below even the lowest surge values at the level it becomes available and more than likely halving the cost (not to mention preventing it from scaling). Of course, the Dreadnought version also costs a minor action, so Dreadnoughts would have a choice between their cheap version that costs a minor action, or the expensive version that can be done as a free action. </p><p></p><p>If you feel that surge value is too forgiving, one might use hp equal to bloodied value instead. Needing to expend approx. 50% of one's hp would almost certainly make this a maneuver to be used only under rare and extreme circumstances. I think surge value is sufficient though. It's akin to giving the player a choice between fighting a condition inflicting creature or one that deals high damage (because you're essentially adding your surge value to the damage the creature already inflicted). </p><p></p><p>Put another way, it allows the player to avoid losing an action/turn now, in return for an increased risk of losing his turn later (as well as the other drawbacks of the dying condition). Perhaps it's just me but that seems like an interesting choice.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5157968, member: 53980"] To explain my thinking (or madness, if you prefer ;)), I don't much like the idea of making it a flat amount for the simple reason that it then becomes a better option for some classes than others. A (high hp) 18 Con Warden has 35 hp, therefore 20 hp is slightly more than half his hp. Conversely, a (low hp) 10 Con Wizard has a mere 20 hp; 20 hp would knock him straight to dying. I don't want the mechanic to favor high hp (primal) classes over low hp (assassin/wizard) classes, and utilizing a percentage based mechanic like surge value bypasses this concern. My level 11 cleric has a surge value of 19. Even a 9 Con Wizard has 49 hp at 11th (resulting in a surge value of 12). Therefore (I expect) the Dreadnought ability would still be quite valuable, falling below even the lowest surge values at the level it becomes available and more than likely halving the cost (not to mention preventing it from scaling). Of course, the Dreadnought version also costs a minor action, so Dreadnoughts would have a choice between their cheap version that costs a minor action, or the expensive version that can be done as a free action. If you feel that surge value is too forgiving, one might use hp equal to bloodied value instead. Needing to expend approx. 50% of one's hp would almost certainly make this a maneuver to be used only under rare and extreme circumstances. I think surge value is sufficient though. It's akin to giving the player a choice between fighting a condition inflicting creature or one that deals high damage (because you're essentially adding your surge value to the damage the creature already inflicted). Put another way, it allows the player to avoid losing an action/turn now, in return for an increased risk of losing his turn later (as well as the other drawbacks of the dying condition). Perhaps it's just me but that seems like an interesting choice. [/QUOTE]
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