gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Apr 27, 2018 16:09:18 GMT
Kris: I like that: we need a definitive decision on when you make a roll to attack and when the target makes a saving throw instead: any thoughts? (and that "any thoughts" is to the whole table - I am not just handing out homework assignments to Kris there!) I think this should be up to the caster, as they are designing the spell. Generally, when it targets one creature, it is an attack roll (Prof bonus + Sphere level) against the target's AC. If it's an area effect or non-damage effect it's a save for half or to resist, DC (8+prof+sphere). And - if people can write up the decisions made last night on how the difficulty factors table power levels now work with ref to ability scores, AC, HP, skills and so on I'd be grateful, and I will then put them into the new version of the rules. I think it was sorta like this: Power | 0 | 1 | 2 | 3 | 4 | 5 | 6 | Damage | 1d4 | 2d6 | 3d8 | 4d10 | 5d12 | 6d20 | 7d100 | Attribute bouns | 0 | +1 | +2 | +3 | +4 | +5 | +6 | AC bonus | +1 | +2 | +4 | +6 | +8 | +10 | +12 | Damage soak, regen, skills | 4 | 6 | 8 | 10 | 12 | 20 | 100 | Summon CR | 1/2 | 1 | 2 | 3 | 4 | 5 | 6 |
And, getting serious for a second - can I say how FECKING refreshing it is to be on a table with such mature, laid back players? - I turned round last night and nerfed beyond belief a lot of your powers: cutting effectiveness pretty much in half, and the response was universally "well, yeah - that makes sense - it was pretty over the top there, this works better". Damn well done the lot of ya! We hate you James.
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Post by brumguvnor on Apr 28, 2018 12:24:51 GMT
Well fuck it - why not? Have inspiration for displaying true roleplaying spirit!
... And because you might need it....
And thanks for writing up those on-the-fly decisions: I think that's how we agreed it: if no one violently objects I shall add them onto the difficulty factors table.
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Post by Kristian on Apr 28, 2018 14:06:28 GMT
Just remember that if you've souped-up the next batch of monsters to deal with some of our previous ACs, HPs, DRs, etc., then they might be a little OP now
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Post by pericles on Apr 29, 2018 15:01:06 GMT
I think this should be up to the caster, as they are designing the spell. Generally, when it targets one creature, it is an attack roll (Prof bonus + Sphere level) against the target's AC. If it's an area effect or non-damage effect it's a save for half or to resist, DC (8+prof+sphere). Sphere + Proficiency mimics Proficiency + Proficiency whereas Sphere + Stat mimics the standard Proficiency + Stat mechanic. I prefer the standard mechanic where the stat bonus is the best mental stat bonus. If we keep Proficiency + Sphere then Player characters are unlikely to progress beyond current bonus levels. Using the stat mechanic with player characters boosting stats via Flesh increases player character growth potential and maintains a better balance with increasing NPC threat. Assuming that NPCs progress using Proficiency + Profession Stat bonus (starting stat 16 yielding +3 bonus). Level Proficiency Stat Total 1 2 3 5 2 2 3 5 3 2 3 5 4 2 4 6 5 3 4 7 6 3 4 7 7 3 4 7 8 3 5 8 9 4 5 9 10 4 5 9 11 4 5 9 12 4 5 9 13 5 5 10 14 5 5 10 15 5 5 10 16 5 5 10 17 5 5 10 18 6 5 11 19 6 5 11 20 6 5 11
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Post by pericles on Apr 29, 2018 15:16:05 GMT
P.S. There was some earlier discussion on spell bonuses to attack and DC in the DND 5th ed thread.
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Post by Kristian on Apr 29, 2018 16:21:48 GMT
Sphere + Proficiency mimics Proficiency + Proficiency whereas Sphere + Stat mimics the standard Proficiency + Stat mechanic. Agreed ...but I think 8+prof+sphere is the best we can do with how the magic system works (especially since we weren't told that we'd need a good mental stat at char-gen). I mean, using INT, WIZ, or CHA would be favouring characters with high mental skills (I suspect your accountant is more intelligent than my wrestler for example) ...and that doesn't seem to fit what James had in mind (i.e. you're all given super magic powers by a goddess, and you instinctively know how to use them). We could also go further and instead decide what stat should be involved on a case by case basis (i.e. that sounds more like a cleric spell than a sorcerer spell) ...but that's going to slow things down even further As things stand, DC 17 (which is not bad - considering numbers are generally lower in 5e) is already putting us on par with lvl 10 to 12 spellcasters ...and increasing our spheres is possible (though expensive) ...so getting a lvl 7 sphere (on a lvl 5 character) then puts us in the range of level 13 to 17 characters (and now we would have an incentive to do that, as I doubt anyone has seriously considered going up to lvl 7 at this point). So 8 + prof + sphere seems the most balanced to me at this stage of the game (or just ignore prof and go with 10 (or another arbitrary number) + sphere*). And if folks really wanted to have a higher save DC ...perhaps James would allow us to spend additional mana to increase it (i.e. use the same 'overpower' mechanic to increase the DC by 1, 2, 3, 4, etc?) Anyway, that's just my take ...feel free to ignore/disagree *this might be a better option, as I feel it's the sphere that we really should be concentrating on.
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Post by pericles on Apr 29, 2018 16:42:26 GMT
Notes to self Must get to Tier 2 fighter (Profciency 3 rather than 2 plus extra action) just another 4XP Increase Sphere 5 to 6 just 12 XP Tier 2 to Tier 3 fighter 41 XP equivalent to Sphere 6 to 7 + Sphere 7 to 8 + Sphere 4 to 5
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Post by Kristian on Apr 29, 2018 16:53:25 GMT
Which is why I'm currently thinking that sphere + x -OR- sphere x 3 might be better* (i.e. lets just make it all about the sphere - as that's the essence of the game after all) *plus any 'overpower' bonus *edit: sphere x 3 is a silly idea ...ignore that
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Post by brumguvnor on Apr 30, 2018 13:57:25 GMT
gets my vote!
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Post by Kristian on Apr 30, 2018 14:28:47 GMT
Which one gets your vote exactly? (plus as DM, shouldn't you decide, not vote! ). As Dave says, using Prof. Bonus seems a bit off (i.e. just because someone has more fighter levels shouldn't make their spells more powerful), and using a mental stat bonus favours smarter characters (which works well enough in regular D&D but not so much here - where everything revolves around your sphere). So are you saying 10 + sphere or maybe 12 + sphere**at sphere 6 this puts us on par with normal lvl 13-17 characters/NPCs (according to Dave's chart ...which is a good reference for this), at sphere 7 that increases to lvl 18-20 (i.e. as high as the game goes). So it kinda depends on how you see the power level of the spheres in D&D terms.
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Post by brumguvnor on May 1, 2018 9:40:20 GMT
go on then - sphere times 3 it is.
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Post by Kristian on May 1, 2018 9:55:42 GMT
I assume you saw my 'silly' edit and are joking
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Post by zaphodbeebledoc on May 1, 2018 10:27:24 GMT
This is what I wrote down on Thursday night. Attachments:
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Post by zaphodbeebledoc on May 1, 2018 11:39:30 GMT
Other notes I have: Extra points can be added to utility spells. So, I have have 5 in fire, and raise that to heat cloaks, etc. I could add extra points to increase volume, or range... Any raised utility spheres will go down after combat, as we'll be knackered afterwards. What will happen to spells that have been paid for with an all day duration? What about a duration that is longer than the combat? Assuming they *won't* go down. If you have a duration element of say a damage spell, of more than Instant, and a creature moves, you can use the Forces sphere to keep a lock on it, up to your Forces sphere. If I've understood correctly, you can use Forces to keep track of a target, still causing the effect of the first spell, while still casting a different spell. "Mana" batteries can be created. That is, enchant an item so it is capable of having an amount of mana put into it. If you have some left over before your recharge point, you can store it in the battery. However, you can only get out the amount stored, minus 1. So if it is created to hold 5, you will get 4, *or* if you put 6 into it, it will give out 5. We can combine spheres in spells. (I'm assuming that there would have to be some sort of justification for the combination.) So I f'intstance could create a Fire-Tornado for 11 points... James also said any of the damage factors can be changed to crit damage, if you lower the dice type... Individual | Total |
| Standard | Point
| Crit
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| Total | Individual | Average | Average | Range | Damage | Value
| Damage
| Range
| Average | Average
| 2.5
| 2.5
| 1 - 4
| 1d4
| 0
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| 3.5
| 7
| 2 - 12
| 2d6
| 1
| 2d4
| 2 - 8
| 5
| 2.5
| 4.5
| 13.5
| 3 - 24
| 3d8
| 2
| 4d6
| 4 - 24
| 14 | 3.5
| 5.5
| 22
| 4 - 40
| 4d10
| 3
| 6d8
| 6 - 48
| 27 | 4.5
| 6.5
| 32.5
| 5 - 60
| 5d12
| 4
| 8d10
| 8 - 80
| 44 | 5.5
| 10.5
| 63
| 6 - 120
| 6d20
| 5
| 10d12
| 10 - 120
| 65 | 6.5
| 50.5
| 353.5
| 7 - 100
| 7d100
| 6
| 12d20
| 12 - 240
| 126
| 10.5
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| 7
| 14d100
| 14 - 1400
| 707
| 50.5
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Looking at the figures (by the total averages), it looks like the range where you might get benefit by rolling crit on a lower dice type is 3 and 4.
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Post by zaphodbeebledoc on May 1, 2018 12:13:40 GMT
We hate you James. *puts cap on backwards and acts like Kevin the teenager...*
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