Tjuven92 PINGAS!
Number of posts : 321 Location : Middle Sweden Registration date : 2010-10-01
| Subject: Improved Power Guidelines/Specific Power-Ability limits? 2014-03-13, 5:42 pm | |
| The below is more or less looking at specific DF-properties and setting rules upon them based off DF-Balance and RP-logic, the point with these is to make abilities make sense from an RP-perspective and with the small set rulings become more balanced when compared against eachother, so feel free to comment or post your views of any of the below? it's basicaly a suggestion/look at things from balance vs rp perspectives. - DF-Stuff:
[Innate-Points]: Depending on the level of your power you may choose to distribute these points out into DF-statistics of innates (passive bonuses) of your power, the below are free to be mixxed/matched as you wish, choosing to focus upon multiple smaller bonuses or afew weaker though more numerously adapted fields.
(ammounts below are examples)
- Level 1 Power - 3 innate-points to spend on below innates/bonuses.
- Level 2 Power - 6 innate-points to spend on below innates/bonuses.
- Level 3 Power - 9 innate-points to spend on below innates/bonuses.
- Quote :
- [Damage/Healing-Bonuses] - Applying to specific-stat using abilities, EX STR would mean
all attacks that utilized STR to hit/be performed would have the bonus apply to such.
- 1 Innate-Point Cost - +1 dmg/heal bonus/1d3-1
- 2 Innate-Points Cost - +2/1d3/1d6-1 dmg/heal bonus
- 3 Innate-Points Cost - +3/1d3+1/1d7-1 dmg/heal bonus
OPTIONAL! - Elemental-Weaknesses/strength may be added without penaltizing/adding to total aslong as the benefit is weighted out by elemental pool, for example Fire would deal extra damage against ICE/Narture type power thus adding a +2 to the damage, but inflict 1 points of damage less against water/other fire types]
[Damage-Reduction] - Causes you to take less damage from attacks, and at rare ocations be able to entirely avoid certain secondary effects provided your armor stops the attack from dealing damage to your person.
- 1 Innate-Point Cost - +unstoppable 1 dr/hit, 1d3+1 dr/round.
- 2 Innate-Points Cost - +unstoppable 2 dr/hit, 1d4+2 dr/round.
- 3 Innate-Points Cost - +unstoppable 3 dr/hit, 1d6+3 dr/round.
[Should you DR an incoming attack that deals damage entirely if such has secondary effects no secondary affects occur since your armor/thick hide yadda yadda stopped the attack from reaching your body in the first place, as per damage-innate bonus a small bonus against a specific element with a weakness to another may be added aslong as the bonus is outweighted by the penalty it also provides.]
[Regeneration] - Makes you passively regenerate health at the start of your turn, this ability is ingeneraly considered rare and requires RP-reasoning and/or special races to be justifyable, regeneration cannot regenerate limbs unless forbidden-power is used, regeneraton of MANA on any character wont happen unless forbidden power.
- 1 Innate-Point Cost - You regenerate 1/1d3-1 hp per round.
- 2 Innate-Points Cost - You regenerate 2/1d5-1 hp per round.
- 3 Innate-Points Cost - You regenerate 3/1d7-1 hp per round.
[Vampiric-Regeneration] - Your character heals a certain ammount of health that's unreducable upon landing a sucessfull damaging attack upon the opponent ammount healed cannot bypass total HP-ammount dealt to their target real HP ammount lost, as you are feeding from the target's lifeforce itself upon inflicting punishment to them.
- 1 Innate-Point Cost - You regenerate 1d4/1d2+1 hp upon dealing damage.
- 2 Innate-Points Cost - You regenerate 1d6/1d3+2 hp upon dealing damage.
- 3 Innate-Points Cost - You regenerate 1d8/1d4+3 hp upon dealing damage.
[Damage-Return (upon being hit/defending)] - Is the term for automatical damage that is reflected back at your attacker upon being hit or defending (specified on ability), damage-return incase of upon activating upon hit cannot dish a greater ammount of damage at the attacker than the damage that was taken, so if for example someone dealt 3 damage to your total HP your dmg return would'nt be able to go above the 3 points of damage in reflection back to them.
- 1 Innate-Point Cost - 1d3+1 dmg return.
- 2 Innate-Points Cost - 1d4+2 dmg return.
- 3 Innate-Points Cost - 1d6+3 dmg-return.
[Roll-Bonuses] - Are bonuses to a specific roll element such as defend/attack rolls or diverse, non attack/defend bonuses are generaly at x2 the below written bonus depending on how uncommonly used they are.
- 1 Innate-Point Cost - +1 to roll of a singular designated field.
- 2 Innate-Points Cost - +2 to roll of a singular designated field.
- 3 Innate-Points Cost - +3 to roll of a singular designated field.
-Major Points that i believe would help/contribute to balancing stats from RP vs DF-balance perspectives.
- Damage-Reduction - If someone essentialy avoids taking any damage whatsoever from an incoming attack since the DR reduces it to 0 i feel as if that should logicaly mean no secondary effects occurs as a result of hitting, you're avoiding the attack entirely in itself and from a RP-perspective that means it doesnt come in contact with your body because of there's something in the way.
- Vampiric-Regeneration - I dont feel like i can truly justify the ability that they could deal 2 damage or even 0 damage but then heal shitloads, doesnt make sense from RP-perspective as they're feeding upon the lifeforce they take from their victim, and thus i suggest that the maximum ammount they can heal should be the total HP-damage the particular attack dealt towards your opponent.
- Damage-Return - Should'nt be able to deflect more damage back to the attacker than what you yourself take, from a sheer point of balancing in my mind, that and it doesnt make alot of sense.
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