The DiD Factory

Monday, November 13, 2006

Low hp is problematic

Thanks, just trying to expand the circle of the possible in the skill system. I don't think the details or balance of skills matters at this point, just that there are a lot of them to give the general feeling that the system allows for lots of character options.

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We need to think more about the ramifications of having low hp. In particular, how does spell damage scale up? This is the fundamental metric for what a 3rd circle or 7th circle spell looks like. No way Fireball is a 3rd circle spell: 10d6 damage is basically a nuclear weapon if the best fighters have 25 hp, on a good day.

I think version 1 of your system should be called "Resurrection: The RPG". I imagine that not even at high levels, but at mid-levels (8+), since damage-doing abilties scale faster than hp acquiring, and it used to be possible to be an 8th echelon arch-mage/high-priest, that combat at this point was all about raising the dead fighters back up after every horribly lethal combat.

It's still a problem, only now you've made it harded to acquire high level spells. The problem remains: damage dealing scales faster than hp gaining. Who the hell is going to spend all their precious skillpoints on hitpoints? God, what a waste. Maybe buy one or two along the way, but by the time you start to need hp, just buying one or two isn't going to help.

Anyway, the priest healing spells set the scaffold for priest magic, and parallel mages' abilties to dish it out. So it comes to the mages. What's the 1st level damage spell? Probably something that dings for 1d6. What about the higher levels? What's the ultimate damage dealing spell?

If the damage scales linearly with spell circle (xd6 at xth circle), that punishes mages at higher levels, as it becomes harder and harder to cast and acquire the higher spell levels (xp scales up and skillpoint cost slightly scales up). If it's linear, a mage is better off casting six 1st circle than one 6th circle, which seems silly.

It's not quite so simple, because you'll want to take in blast radius (person-affecting vs group), potential penalties to saving throws, etc. 8d6 vs one person is very different than 8d6 fireball. What about caster level? Seems like with the way you've got spell slot acquisition, caster level dependent variables are minimized, which is fine.

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