Icalasari
2024-04-17, 03:42 AM
Much of the combat comes from something called Techniques, which players and monsters can use (though players get limited in different ways - Monsters can only learn certain ones, Players can learn any but there is 'Tech XP' and depending on build, some Techniques are cheaper or more expensive)
Issue comes with the lower power ones - I've been making it a general system so I can split it up among other ideas (plus it makes notes tidier, and doing a ctrl+h to swap all Pow: 5, then all Pow: 10, and so on with the dice rolls needed makes it make sense to do a simple system like that). Power goes up by 5 until you hit 150 BP, in which case it goes up by 10. But with lower power ones, well, 1d4+1 is going to hit stronger than 1d6 on average for example, and raising the power of the stronger ones could quickly lead to some nasty stuff that could lead to potential easy party wipes. Any suggestions?
I've been puzzling over this for a while and I'm sure I could figure it out eventually myself, more hoping for some nudge that might help me hit that idea sooner
So far, the two ideas coming to mind is, "Round it to 10, have anything that deals damage over time or has the Multi Hit tag deal flat damage if it would be a BP 5 normally" - But it still has some small problems with the lower power, or something to do with the tier system (Techniques in this system can "evolve" - So a Scorch could become a Blaze or a Burning Wall, depending on how you're building things) - though that may hit the problem of Tier 4 and 5 techniques being way too strong
EDIT: Essentially the problem boils down to either the really weak Techniques and ones that either hit several times or do damage over time, or the really strong Techniques
EDIT 2: This is why making threads at 2:30 in the morning is a bad idea. You forget to add details
I've played with 3.5, Scion, Mutants & Masterminds, and Pokemon Tabletop Adventures, but it's been a while as I've been working on world building so a bit rusty. What I do 100% know is that PTA is... The system with moves hasn't exactly been the best done with power progression, but it's also the only one of these systems that I've played in that have a system like that for 'spells'
EDIT 3: Other factors are that I am going to play around with a mana system and that Techniques cost most Stat Exp the higher the tier is. But if the higher tier ones are too powerful or the lower tier ones and multihit and DoT ones are too strong, then that would skew things badly
Issue comes with the lower power ones - I've been making it a general system so I can split it up among other ideas (plus it makes notes tidier, and doing a ctrl+h to swap all Pow: 5, then all Pow: 10, and so on with the dice rolls needed makes it make sense to do a simple system like that). Power goes up by 5 until you hit 150 BP, in which case it goes up by 10. But with lower power ones, well, 1d4+1 is going to hit stronger than 1d6 on average for example, and raising the power of the stronger ones could quickly lead to some nasty stuff that could lead to potential easy party wipes. Any suggestions?
I've been puzzling over this for a while and I'm sure I could figure it out eventually myself, more hoping for some nudge that might help me hit that idea sooner
So far, the two ideas coming to mind is, "Round it to 10, have anything that deals damage over time or has the Multi Hit tag deal flat damage if it would be a BP 5 normally" - But it still has some small problems with the lower power, or something to do with the tier system (Techniques in this system can "evolve" - So a Scorch could become a Blaze or a Burning Wall, depending on how you're building things) - though that may hit the problem of Tier 4 and 5 techniques being way too strong
EDIT: Essentially the problem boils down to either the really weak Techniques and ones that either hit several times or do damage over time, or the really strong Techniques
EDIT 2: This is why making threads at 2:30 in the morning is a bad idea. You forget to add details
I've played with 3.5, Scion, Mutants & Masterminds, and Pokemon Tabletop Adventures, but it's been a while as I've been working on world building so a bit rusty. What I do 100% know is that PTA is... The system with moves hasn't exactly been the best done with power progression, but it's also the only one of these systems that I've played in that have a system like that for 'spells'
EDIT 3: Other factors are that I am going to play around with a mana system and that Techniques cost most Stat Exp the higher the tier is. But if the higher tier ones are too powerful or the lower tier ones and multihit and DoT ones are too strong, then that would skew things badly