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    Bugbear in the Playground
     
    Savarin's Avatar

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    Default (Closed) I got it thank you. :)

    Hello I’m working on creating a game with very high difficulty. And wanted to give my players a choice of picking perks there characters can get per level but I’m running into problems finding a way to try making them balanced. I would really appreciate some help.

    Spoiler: Perks as of now
    Show
    Strength

    Per level (+2 Str, +1 vs bull rush, over run, grapple checks and +2 strength based skills.)

    Dexterity

    Per level (+2 Dex, +2 Dex based skills +1 reflex, )

    Con

    Per level (+2 con + 1 fortitude, +1 Dr/-)

    Int

    Per level (+2 int, +2 for Int based skills +4 skill point)

    Wisdom

    Per level (+2 Wis, +2 for wisdom based skills, +1 will )

    Charisma

    Per level (+2 cha, +2 for charisma based skills.)

    Hindered
    + 20% exp (only while doing hindered.)
    Per level (feat.)

    Generalist
    -10% exp (only while being a generalist)
    Every other level starting at lvl 1(+1 str, dex, con, int, wis, cha)
    Every other level starting at level 2(+1 to all skills.)




    If you guys think there can be other versions or more types of perks per level and such let me know. It will help me a lot thank you very very much!
    Last edited by Savarin; 2018-03-18 at 07:32 PM.
    Spoiler: Dice codes
    Show

    [roll]1d100[/roll]
    [roll]1d20[/roll]
    [roll]1d12[/roll]
    [roll]1d10[/roll]
    [roll]1d8[/roll]
    [roll]1d6[/roll]
    [roll]1d4[/roll]
    [roll]1d2[/roll]

  2. - Top - End - #2
    Ogre in the Playground
     
    DruidGuy

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    Default Re: Need help for perks for upcoming campaign (DND 3.5)

    1: Should be moved to the 3.5 subforum, methinks.

    So basically some flat bonuses to your players? I guess the appropriate counter-question is what sort of higher difficulty is in question? Personally, I don't really see giving players more numbers is really going to help them all that much, unless the enemies you're sending at them have similar benefits compared to their CR-appropriate counterparts. In other words...

    Suppose your players are level 3, and you would normally send a few Ogres their way as an encounter. However, you want to make it more challenging and thus you give them the buff and instead of ogres, you send

    1) Hill Giants: This sort of buff would be ok, because since your players are getting +numbers, so are your monsters.

    2) Spectres: This wouldn't be as much ok, given that while your players got higher numbers, your monster got more abilities, which generally has more power.

    This is all just my opinion, just that monsters and players should scale side-by-side.
    Spoiler: List of Things You Don't Need To Know
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    Quote Originally Posted by Venger View Post
    killing and eating a bag of rats is probably kosher.
    Gosh 2D8HP, you are so very correct (and also good looking), and your humility is stunning

  3. - Top - End - #3
    Bugbear in the Playground
     
    Savarin's Avatar

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    Default Re: Need help for perks for upcoming campaign (DND 3.5)

    Quote Originally Posted by Goaty14 View Post
    1: Should be moved to the 3.5 subforum, methinks.

    So basically some flat bonuses to your players? I guess the appropriate counter-question is what sort of higher difficulty is in question? Personally, I don't really see giving players more numbers is really going to help them all that much, unless the enemies you're sending at them have similar benefits compared to their CR-appropriate counterparts. In other words...

    Suppose your players are level 3, and you would normally send a few Ogres their way as an encounter. However, you want to make it more challenging and thus you give them the buff and instead of ogres, you send

    1) Hill Giants: This sort of buff would be ok, because since your players are getting +numbers, so are your monsters.

    2) Spectres: This wouldn't be as much ok, given that while your players got higher numbers, your monster got more abilities, which generally has more power.

    This is all just my opinion, just that monsters and players should scale side-by-side.
    Mainly the further into the world they go the difficulty increases. The world is ravaged by monsters. In the day time lots of beasts in the night you can get a great deal of dark subtype monsters. Most monsters travel in packs and would attack in groups. Since the world is more dangerous I wanted to add a buff peo0e can focus on. Showing the adaption to the world. Most creatures outside the safety of city walls wouldn’t be humanoid.

    Like there might be a town filled with hill giants but they wouldn’t want to freely roam the world due to the high dangers. This world is where the strong are basically celebrities and can do mainly whatever they want to. But leads to a lot of bad people. Hope this makes sense a little?

    The perk is mainly like a gestalt class. That’s all. Just need to make them a tad more balanced before testing out this world.
    Spoiler: Dice codes
    Show

    [roll]1d100[/roll]
    [roll]1d20[/roll]
    [roll]1d12[/roll]
    [roll]1d10[/roll]
    [roll]1d8[/roll]
    [roll]1d6[/roll]
    [roll]1d4[/roll]
    [roll]1d2[/roll]

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