The DiD Factory

Wednesday, November 15, 2006

Not too different.

Paul, good points. I compared your's and Rob's average damage progressions for hermetic:

Rob--------------Paul
1) 2.5/1.5--------3.5/1.5
2) 3.5/2.5-------5.5/2.5
3) 5.0/3.5-------8.0/5.0
4) 9.5/5.0------13.0/7.0
5) 18.0/9.5-----14.5/7.5
6) 22.5/18.0----20.0/9.5
7) 33.0/22.5----25.0/14.0
8) 50.5/33.0----35.0/18.0

Surprisingly, they aren't too different. Like I mentioned before, Rob takes a big leap at 5th. Otherwise, progression is nearly the same.

Anyway, rather than split hairs, I am going to propose these averages:

Missile-----Blast-----Touch
1) 3.0 ------2.0------ 5.0
2) 4.0 ------3.0 ------6.0
3) 6.0 ------4.0------ 7.0
4) 10.0 -----6.0 ------8.0
5) 15.0 -----8.0------10.0
6) 21.0 ----12.0 -----14.0
7) 28.0 ----18.0------20.0
8) 36.0 ----25.0 -----28.0

Note, these are just guidelines. But I think we are all close to this anyway. I am ammending them to v2.8. (Remember, averages are half the die max +0.5. 1d6 has an average of 3.5.)

Like Paul, I don't like save for half too much. I'd rather it be the exception, rather than the rule. -Only if it makes sense for the effect. However, more than save for half, I really don't like low level spells that scale up like crazy. If anything, just a +1 or +2 per circle of the caster.

Oh, I should mention. I haven't stated it explicitly, but armor is going to absorb all forms of physical damage, unless the spell says otherwise. 'Electical' or 'Energy' (such as MM) damage will not be absorbed, however.

Also, like Paul eluded to, I think we should be very careful when making spells that mimic combat abilities, armor, etc. I think D&D gave them too early. Although technically they don't seem too hard to invoke, the repercussions can be huge. Spells that mimic combat abilities should be scaled back.

0 Comments:

Post a Comment

<< Home