What's new

Suggestions


Tassadar

Panda King
RP Moderator
Joined
Nov 10, 2008
Messages
16,468
Reputation score
430
Put any suggestions for additions and/or changes in this thread. Remember the two hours comment, because I'm seriously not kidding about it.
 

thetwo

Lurker
RP Moderator
Joined
May 25, 2009
Messages
3,777
Reputation score
129
Re: Suggestions

Well with what's still missing it might be too early for any really substantial comments... but I feel I should point out that at least at character creation everyone's "dodge" stat will be the same. This may be intended, but there you have it.
 

Pheonix Alugere

New member
Former Moderator
Joined
Nov 15, 2008
Messages
7,746
Reputation score
81
Re: Suggestions

And that dodge value is 22.5



Also, you may want to toy around a little with the 'hard-to-hit' talent. Currently, all it gives is +4 to dodge where as any of the 'strong of _____' set gives effectively +3 to dodge +6 to one of the three main derived stats and +3 to the other two main derived stats. Therefore, it effectively trades off 1 point of additional dodge for large bonuses elsewhere.

My suggestion: change 'hard to hit' to a +6 at least.
 
OP
Tassadar

Tassadar

Panda King
RP Moderator
Joined
Nov 10, 2008
Messages
16,468
Reputation score
430
Re: Suggestions

Yes, it is, without taking a talent. It's also slightly lower than a primary to-hit stat, so if you want to avoid every attack you're going to need to fight defensively, which will be in the rules post when I get to it.

Edit: Thank you Phoenix, I was hoping someone would point out little screw ups like that. Changed hard to Hit to 8.
Also, dodge is now 10 + the sum of your stats divided by 2. The sum of your stats will always be 50 without Talents, so it's 25 + 10 = 35.
If a characters stats go 20, 15, 15, (Yes, I know that that's impossible) the Base to-hit is d20 + 20 + 15. So, if you're going pure attack, you're almost always going to hit, and be hit.

If it seems unbalanced, I might increase the dodge add-on later.
 
Last edited:

Pheonix Alugere

New member
Former Moderator
Joined
Nov 15, 2008
Messages
7,746
Reputation score
81
Re: Suggestions

Also, dodge is now 10 + the sum of your stats divided by 2. The sum of your stats will always be 50 without Talents, so it's 25 + 10 = 35.
If a characters stats go 20, 15, 15, (Yes, I know that that's impossible) the Base to-hit is d20 + 20 + 15. So, if you're going pure attack, you're almost always going to hit, and be hit.

I'm not sure if you mean that you're increasing character stats to being out of 50 points instead of 25 given the first half of that statement, but if you are, you may want to update the creation rules.
 
OP
Tassadar

Tassadar

Panda King
RP Moderator
Joined
Nov 10, 2008
Messages
16,468
Reputation score
430
Re: Suggestions

You get 25 points. Each point increases a stat by 2. I want even numbers.
 

Pheonix Alugere

New member
Former Moderator
Joined
Nov 15, 2008
Messages
7,746
Reputation score
81
Re: Suggestions

The spirit power blessing can currently be maintained for free if you only have it give a +1 bonus, aside from it not stacking with itself, are there any other limiting factors?
 
OP
Tassadar

Tassadar

Panda King
RP Moderator
Joined
Nov 10, 2008
Messages
16,468
Reputation score
430
Re: Suggestions

Nope. Blessing was meant that way, though if it seems broken after gameplay I might change it. A +1 bonus isn't all that much.
 

Pheonix Alugere

New member
Former Moderator
Joined
Nov 15, 2008
Messages
7,746
Reputation score
81
Re: Suggestions

Using a melee weapon in 2 hands increases the damage roll by half of the damage die it uses BEFORE multiplication.
So, if a weapon does (d6 x Body/2) damage, roll the die, add three, then multiply.
Add 3?







How quickly does spirit energy recharge also? Fully at the end of the day, partially after a set time period, x per round, etc..
 
OP
Tassadar

Tassadar

Panda King
RP Moderator
Joined
Nov 10, 2008
Messages
16,468
Reputation score
430
Re: Suggestions

d6 + Body/2 becomes d6 + 3 + Body/2

d8 + body/2 becomes d8 + 4 + Body/2

It'll be in the game rules post, I just want to have all of that in one screen worth of text for everyone to reference.
 

DeMatt

Lurker
Joined
Nov 16, 2008
Messages
2,385
Reputation score
47
Re: Suggestions

Wait, so the "multiply" in the original post is becoming an "add"?

Good. I think the multiply would've made the numbers too ridiculous.
 
OP
Tassadar

Tassadar

Panda King
RP Moderator
Joined
Nov 10, 2008
Messages
16,468
Reputation score
430
Re: Suggestions

Doh. Meant times. So, after fixing it.

d6 x Body/2 becomes (d6 + 3) x Body/2

d8 x body/2 becomes (d8 + 4) x Body/2

Add, THEN multiply.
 
OP
Tassadar

Tassadar

Panda King
RP Moderator
Joined
Nov 10, 2008
Messages
16,468
Reputation score
430
Re: Suggestions

Note that the you're never going to get Body/2 damage out of me. That's just not going to happen.

And it's supposed to be high damage, even demons die after getting stabbed in the belly or lit on fire. Once everything's done, I'll balance the classes damage capabilities out.

And Christ, I haven't even put in the succubi parts yet.
 

Pheonix Alugere

New member
Former Moderator
Joined
Nov 15, 2008
Messages
7,746
Reputation score
81
Re: Suggestions

So hp doesn't count for much does it?

If two characters who put all their points into body fight with quarterstaves two handed and one hits the other it will be this:

(d4+2)x 50/3 vs 50hp

essentially, the person who hits deals 50-100 damage per hit for a one hit kill nomater what.

Unless you want to go and mess with all your damages, you may want to change the hp equation to this:

Hit Points: (Body + (Mind/2) + (Spirit/2))x5

Currently, the possible hp rang is 25-50 making it rather easy for anyone to do a one hit kill. Adding a x5 would make that range 125-250 meaning that, one average, it would take two to three hits instead from a strength focused character.

Edit: I see you changed away from blunt having a body/2
 
Last edited:
OP
Tassadar

Tassadar

Panda King
RP Moderator
Joined
Nov 10, 2008
Messages
16,468
Reputation score
430
Re: Suggestions

Good point.

I changed the damage formulas so that Bashing is Body/5, so now with a 50 Body:

(d4+2)x 50/5 vs 50hp = (3 - 6) x 10 = 30 - 60 damage per hit. vs 50 HP.
 

DeMatt

Lurker
Joined
Nov 16, 2008
Messages
2,385
Reputation score
47
Re: Suggestions

Still too high. 50 Body vs. 50 Body with that Bashing weapon is a 50% chance of a one-hit kill, not accounting for miss chances.

(d4 + 2) x (50 / 5) = {3, 4, 5, 6} x (50 / 5) = {30, 40, 50, 60}

I REALLY think that should be an add, not a multiply.
 
OP
Tassadar

Tassadar

Panda King
RP Moderator
Joined
Nov 10, 2008
Messages
16,468
Reputation score
430
Re: Suggestions

What the customer wants. Then I got to change the ranged weapons a bit though.
 

Pheonix Alugere

New member
Former Moderator
Joined
Nov 15, 2008
Messages
7,746
Reputation score
81
Re: Suggestions

Crolian Long Bow: Long, wooden bows with high range that can be fired up to a mile if fired at an arc. Range = 50 feet straight or 1 mile arced shot, Reload Speed = 12 - Speed, Damage = d6 + (Body/2).
Range = 50 feet straight or 1 mile arced shot
1 mile arced shot
...
If the bow is that strong, the straight shot would have a range of at least 150ft or so (177.88ft if you want the specifics and trust my half-assed physics). Also, at that range, accuracy is 0 no matter what. Especially seeing as how many sniper rifles don't have that type of range.

Additionally, the draw strength required for the weapon in this game system would probably need the player to have 50+ body to even use it.

A british longbow with a draw strength of 150lbs. (667N) had a max range of somewhere around 1000ft and at that range had horrid accuracy.

I suggest completely removing that one mile thing... it isn't really possible unless the standard bows are packing some heavy magical enchantments.
 

thetwo

Lurker
RP Moderator
Joined
May 25, 2009
Messages
3,777
Reputation score
129
Re: Suggestions

Hrm... well I was looking at spells. The formula appears to be "(Spell Level + 1)x8 vs 1d20 + mind/2" to successfully cast. I'll post the required "mind/2 + bonuses" for 100% (succeed even on a 1), 50% (succeed on 11-20, fail on 1-10) and 5% (succeed only on a 20) certainties. I'll reserve value judgment, but here's the results.

Level 1 spells: target 16. 100% : 15. 50% : 05. 5% : 00
Level 2 spells: target 24. 100% : 23. 50% : 14. 5% : 04
Level 3 spells: target 32. 100% : 31. 50% : 21. 5% : 12
Level 4 spells: target 40. 100% : 39. 50% : 29. 5% : 20
Level 5 spells: target 48. 100% : 47. 50% : 37. 5% : 28

So with a more-then-reasonable 30 mind (leaving 10 body, 10 spirit), with +8 for elemental focus and +4 for school focus... you'd still be unable to cast a level 5 spell even with a natural 20. If you put all of your points into mind, you'd be able to cast level 5 spells (with +8 and +4 bonus) half the time.

Now it may be your aim that we not cast level 5 spells from the start without major min-maxing, but otherwise something here might need an adjustment (reducing the benefits of min-maxing, or reducing the costs and variance (2d6 or 1d10 instead of d20?)). Honestly I've always been a fan of the 2d6 method myself. If 2d6 is just harder to do then 1d20 I could always write you a dice-rolling program that has a "2d6" button among any others you need.

Also, I was halfway hoping you'd let us do our own spells with you judging the effects and what spell level they were... but I can understand that'd be difficult (impossible?) to balance.

Edit: lets look at your example character casting fire spells: (1d20 + 22/2 (mind) + 8 (fire) + 4 (evocation) = 1d20 + 23 = 24-43, 26-45 with warmth.)

Level 1: 24-43 vs 16 -> 100% success
Level 2: 24-43 vs 24 -> 100% success
Level 3: 24-43 vs 32 -> 60% success (70% with warmth)
Level 4: 24-43 vs 40 -> 20% success (30% with warmth)
Level 5: 24-43 vs 48 -> 0% success (0% with warmth)

Non-fire evocations (16-35)

Level 1: 16 -> 100%
Level 2: 24 -> 60%
Level 3: 32 -> 20%
Level 4: 40 -> 0%

Non-fire non-evocations (12-31)
Level 1: 80%
Level 2: 40%
Level 3: 0%
 
Last edited:
Top