Hm... It's true I only thought about light bindings not the heavy duty restraining stuff. Guess it's my bias for the heroines/heroes to always have a chance to escape. And most gm's will probably give the characters proper adjustments whenever they should be able to escape or find some way to get themeselves out of the flat DC outside of simple struggles.Counter example for the first one: if you put a human into pillory, she won't be able to escape no matter how she struggles. Also, if someone can't be easily secured so they can't escape without help, that makes capturing enemies a lot less appealing option. I'm sure you can see why this is a bad thing if you think for a moment. Besides, if you find a way to cut the rope, you'll obviously get free eventually and it's only a matter of the GM deciding how long that takes.
As for spells, I don't see why struggling ineffectively should weaken them, since they're magic anyway.
Regardless, if some mechanic like this is implemented, I think it should be flat rate rather than percentage.
As for Binding, it's hardly unique in being able to take out powerful enemies if you pour enough EP to it and manage to hit them. Look at Gorgon's gaze for another example.
I repeat what I said earlier: Taking prisoners shouldn't be too hard. For the same 12 or 18 EP, you can just use Gorgon's gaze to get rid of the enemy all together.Hm... It's true I only thought about light bindings not the heavy duty restraining stuff. Guess it's my bias for the heroines/heroes to always have a chance to escape. And most gm's will probably give the characters proper adjustments whenever they should be able to escape or find some way to get themeselves out of the flat DC outside of simple struggles.
Always nice to have someone to bounce thoughts off ^,^
Though I still stand strong on the upkeep change. If you're using a spell THAT powerful to subdue a freakin Lord or Boss. BY joe, that upkeep has to reflect it. It's a insanely intense spell the PC is using to hold down the enemy
Hardly something that should take minor effort to upkeep.
Nmeeh... really don't want to prod, but discussion is hardly ever a bad thing.I repeat what I said earlier: Taking prisoners shouldn't be too hard. For the same 12 or 18 EP, you can just use Gorgon's gaze to get rid of the enemy all together.
You sure do love nerfing shit I build characters around, don't you?Emanation (A wave pulsates out from the caster, affecting all creatures within a 10 foot radius of the caster. Spells of this type require no attack roll. A spell of this type can be maintained, effectively casting it again without paying it's EP cost, by paying 1 EP upkeep and making another Casting check.) [Deals 1d8 + Mind/8 damage.]
Why did no one point out to me that emanations required no attack rolls yet? >.> I personally object to this one, but I want to know if anyone has a case for keeping this particular rule.
Also, @ Wind Armor: I'm considering making it not work against AoE attacks. Is this a good plan?
The problem in this case is more with the wording that I went with than anything else. The word "Dodge" is misleading, as I generally use it simply to indicate the character missing in any number of ways, usually having to do with whatever makes sense in character. For instance, I had Anthriel avoiding bullets not by physically dodging them, but by having her aura naturally deflect them away from her body harmlessly. In the same sense, I sometimes have magic attacks that miss mechanically simply get ignored by the one targeting them ala dragonball-z rather outright missing.I feel that emanations should never require an attack roll, since there is no way to "dodge" a field that simply extends from a certain point and touches everything between its center and its radius. If you really feel like there should be a way for creatures to avoid taking damage, then perhaps a resistance roll would work. Fluff explanations could be that the creature is simply strong willed enough to throw off the caster's magic, or natural magical immunity is becoming common due to the prevalence of unnatural invaders, etc.
An alternate suggestion is to lower the damage on emanations. Since an emanation does 1d8 + X/8, and a bolt does 2d4 + X/6, there isn't a large difference between them until X starts to get very high (ex. Mind = 40, emanation does 6-13, bolt does 8-14). Maybe halving the damage dice, or reducing the mind bonus would bring emanation damage more into line with being able to hit multiple targets without attack rolls. For example, 1d4 + X/8 with Mind = 40 means the spell does 6-9 damage, while 1d8 + X/12 means the spell does 4-11 damage.
Cone and ball spells, on the other hand can be dodged, so I can see those requiring an attack roll, though I feel if the spell is directly targeted at one opponent, that opponent should have a penalty to dodge. The direct target would have to move father to avoid the spell than any incidental targets.
I approve of this plan, as I felt that they were somewhat underpowered but didn't have time to devote to fixing them.I'm suggesting some buffs to grapple skills. My reason is that, given the way the rest of DG has evolved since I originally proposed them, they're a bit gimmicky and as a whole, per round, probably one of the lowest damaging single target set of skills available while taking an upwards of 2 rounds to set up.
Slam (Activated) - When the character has the target in a grapple, they may choose to make an attack at 2d12 + Body/2 damage. The target must make a resistance check against the character or be stunned. If the target is in a submission hold the character gains a +8 bonus to the resistance check. In addition, they may trade grapple modifier to damage at a 1:2 ratio (IE: for every point of grapple that they sacrifice, they deal an additional 2 damage) with a 10 point cap. Requires Grapple Expert.
Fling (Activated) - The character throws a grappled opponent, or a willing ally, a short distance at another target. Deals 3d6 + Body/3 damage to both targets. Both the creature being thrown and the one being hit must win a Resistance check against the character or be knocked Prone. If the flung target was in a submission hold they automatically fail the resistance check. This skill has a 15 foot range. Requires Grapple Expert.
Stranglehold (Activated) - When the character has a target in a grapple, they may forsake all other actions for that round in order to make a grapple check at a -4 penalty against their target. If the target is in a submission hold, the -4 penalty becomes a +4 bonus. If the character wins, they deal the difference between the check in damage to the target's Resistance. When the target’s Resistance hits 0, they are knocked unconscious. Requires Grapple Expert.
These changes would mean that the necessary setup time is 1 round instead of 2, there's still a benefit to putting targets in a submission hold, and juggernauts are slightly less vulnerable to being choked out. Plus, it means that one of the best spells for attempting to stranglehold angels and nightmare lords isn't blessing anymore, but rather dark armor or fell might. >.>