BladeSkydancer

Untitled

Jul 22nd, 2018
143
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.08 KB | None | 0 0
  1.  
  2. Inlaa - Today at 16:18
  3. One thing we need to think about is how hard it should be to remove Rot.
  4. In-game it's a difficult, difficult process.
  5. We're at a stage here where the land doesn't quite believe it exists yet. But... We also don't want people to feel like throwing away their characters over it.
  6. Blade Skydancer - Today at 16:19
  7. I was thinking, when they're about to take their first point of damage from Rot, they can try a Body test to resist the damage and clear it. It would be Wylds only.
  8. Only one chance to resist, and you need a number of Wylds equal to the Rot rating you acquired.
  9. So if you get hit all at once with 3 rot from 0, well...good luck.
  10. But minor infections are relatively easy to fight off.
  11. Each new instance would be separate.
  12. Wait, no.
  13. SO. You need to get 1 Wyld on your Body test to resist the damage.
  14. But every Wyld you get above that reduces the amount of incoming permanant Rot by 1.
  15. Each instance of gaining Rot would count separately.
  16. Inlaa - Today at 16:22
  17. But then Rot isn't that dangerous.
  18. Blade Skydancer - Today at 16:22
  19. Low amounts of Rot isn't that dangerous.
  20. Inlaa - Today at 16:22
  21. Yeah, but consider: this means you just need 2 Wylds at dawn to avoid getting Rot. In the case of someone with a Wyld Sigil...
  22. Blade Skydancer - Today at 16:22
  23. But at the same time, if it is really dangerous and really hard to recover from, then you run into the issue of people thinking their characters are ruined if they get even 1 point of it.
  24. Inlaa - Today at 16:22
  25. Your chances are really high.
  26. I dunno. Maybe what we do is this:
  27. In downtime, you can purposely seek out a healer to help you remove it.
  28. And then you get to make those rolls.
  29. On your own, however, you just take 1 damage each dawn.
  30. Blade Skydancer - Today at 16:23
  31. As for Rot Damage, you gain your current Rot on a tracker every Dawn, and every 10 points on that tracker, you suffer a point of Body damage.
  32. That way you don't just suddenly die in 3 days, which is really bad for an RP.
  33. Inlaa - Today at 16:24
  34. But you don't DIE in 3 days if you can heal up.
  35. See: by resting.
  36. Or by using Tenacity to resist the damage.
  37. Blade Skydancer - Today at 16:24
  38. ...But if you're taking a point of damage every Dawn, you're suddenly bedridden.
  39. Period.
  40. Because you only recover 1 point of Body every 3 Long Rests, and you can only do 2 in a day.
  41. Inlaa - Today at 16:25
  42. You only recover 1 point of Body every 3 Long Rests?
  43. :thinking:
  44. Blade Skydancer - Today at 16:25
  45. Yes.
  46. Inlaa - Today at 16:25
  47. That presents a different balance issue:
  48. Who WOULDN'T take [Healing]?
  49. Blade Skydancer - Today at 16:26
  50. Easy fix for that: you can only recover Body from an outside source once until you fully recuperate.
  51. Inlaa - Today at 16:26
  52. So you can't Heal mid-fight?
  53. Blade Skydancer - Today at 16:26
  54. So, magical and alchemical healing can only do so much.
  55. Inlaa - Today at 16:26
  56. Only out of a fight?
  57. Blade Skydancer - Today at 16:27
  58. Well, if you're not threatened, you can cast a Heal on yourself.
  59. But if you do manage to heal, even only 1 point, then you can't take advantage of another, much stronger mage's healing, or say a health potion.
  60. Until you recover all your lost health(or if you're at max health, have a long rest.)
  61. Inlaa - Today at 16:28
  62. In that case, let's say that [Alchemy] and similar tricks only heal 1 Body (potentially 2 if you get 2+ hits more than you needed), and [Heal] as a Sigil heals 1 per Magic spent (if successful) with a possible +1 for rolling 2+ hits more than necessary.
  63. Blade Skydancer - Today at 16:28
  64. Aye.
  65. Inlaa - Today at 16:28
  66. So if you spend 2 magic you can potentially heal 3.
  67. Blade Skydancer - Today at 16:29
  68. Yep.
  69. Inlaa - Today at 16:30
  70. I still think 1 Body every 3 Rests could be 1 Body per day/night cycle.
  71. Such that if you rest twice in a Day/Night cycle you don't heal twice.
  72. But if you rest once you get back 1 Body.
  73. But this means that if you had, say, 5 Body...
  74. And you took 3 damage...
  75. You'd have to rest 3 days to heal that.
  76. (Assuming no Rot.)
  77. But a mage could heal you in one day.
  78. Pop, done.
  79. Blade Skydancer - Today at 16:31
  80. Healing itself is a very slow process.
  81. Which is why it's currently every 24 hours of rest for 1 point of body restored.
  82. Which can be 3 days of 8 hour periods, or 1.5 days of full rest per body.
  83. Inlaa - Today at 16:32
  84. Except that REALLY slants things toward healing, as previously said. Yes, the fix you've offered alleviates that somewhat - but it still means that either:
  85. A) It's "necessary" to have at least one healer around.
  86. B) You spend lots of days in bedrest doing nothing when wounded.
  87. And also...
  88. C) It means we have to defang Rot to make it work in this system.
  89. Blade Skydancer - Today at 16:33
  90. It's not exactly realistic to be able to recover from a sword fight you nearly died from in just a couple days though.
  91. People take weeks to recover from injuries like that.
  92. Inlaa - Today at 16:34
  93. No, but it still means that healers become way more powerful, and everything we've done thus far - with one exception - has been "and so they continued the next day."
  94. Plus, consider that Body doesn't necessarily have to mean "Serious injury" for each bit.
  95. Sometimes it's bruises. Sometimes it's a hit to the head. Sometimes it's being winded, running out of energy or willpower.
  96. It's something that makes it so you collapse at the end.
  97. One of the biggest problems I have with D&D, in fact, is that it's always assumed Hit Points are literal physical injury all the time.
  98. Blade Skydancer - Today at 16:36
  99. It's not meant to be, but yeah.
  100. Inlaa - Today at 16:36
  101. Right, but that's what assumed.
  102. Likewise, with Body, it's all about how you fluff it.
  103. Remember when Gerrick and Nathaniel had a mock battle?
  104. Did that seem like something that would take a good 24 hours to recover from?
  105. Shrug
  106. And lastly, while it's not entirely realistic, it's about balancing things so that it's fun for everyone involved.
  107. Blade Skydancer - Today at 16:38
  108. I feel like we should probably discuss this all with True Wolves when he has a chance, see what he thinks.
  109. Inlaa - Today at 16:38
  110. You know I'm a sucker for realism. I talk about medieval armor, and I try to get into my character's headset and explain how he can fight decently.
  111. --Fair enough.
  112. But yeah, my last comment for now is...
  113. You need to balance realism with what makes good game mechanics.
  114. Blade Skydancer - Today at 16:38
  115. Aye.
  116. Inlaa - Today at 16:41
  117. For now, let's go with the rules as they're written, and with your idea as to how long Rot should take to harm someone.
  118. (Which means 10 days right now.)
  119. One way that we could give it more bite, however...
  120. Blade Skydancer - Today at 16:41
  121. Which was True Wolves' idea as well.
  122. Inlaa - Today at 16:42
  123. So, it takes 10 days for it to cause harm.
  124. Aye?
  125. Blade Skydancer - Today at 16:42
  126. Yes.
  127. Inlaa - Today at 16:42
  128. So what if the Rot value increased after 10 days?
  129. I.E...
  130. Blade Skydancer - Today at 16:42
  131. It's meant to be a slow, insidious infection.
  132. Inlaa - Today at 16:42
  133. You're minding your own business.
  134. 10 days pass.
  135. You take 1 damage.
  136. You make a Body test, needing 2 Wylds (because you're about to hit 2 Rot).
  137. If you pass, it does not progress and reverts back to 1.0
  138. If you fail, you go up to 2.0.
  139. Blade Skydancer - Today at 16:43
  140. It would be 1 Rot for that instance if we go with that setup.
  141. But dunno.
  142. Inlaa - Today at 16:43
  143. It'd give people more of a need to get rid of it without it being crippling in itself.
  144. The idea though is you'd need 2 Wylds because you'd be elevating to the next Rot level. And so when about to move from 2>3, you'd need 3 Wylds.
  145. Or it can just be 1 Wyld at first, yeah.
  146. 1 Wyld for 1>2.
  147. 2 Wyld for 2>3.
  148. But as it gets higher, you become less able to resist.
  149. Blade Skydancer - Today at 16:44
  150. Hrm.
  151. Not sure I agree with Rot accumulating on its own, it only does that for the King and Banes(because they are effectively creatures of Rot) in the game, but we'll see.
  152. Inlaa - Today at 16:45
  153. I think it's worth considering, at least up until you hit 5 Rot.
  154. Blade Skydancer - Today at 16:45
  155. nod
  156. Inlaa - Today at 16:46
  157. Anyway, yeah. We still need to figure out how to balance Healing and Rest, which will tell us how to balance Rot.
  158. Rot discussion after that.
Advertisement
Add Comment
Please, Sign In to add comment