Editing Talk:Scratch
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | == | + | == simplified healing == |
− | + | What if we simplified the healing rule so that characters can only be healed once per encounter, but healing always restored the character to healthy (stamina +1)? (I realize that there currently is no limit on healing, but a more complex healing limit than what I have proposed here is may soon be incoming.)--[[User:BFGalbraith|BFGalbraith]] 18:04, 31 May 2011 (UTC) | |
− | + | ==taking cover while reloading== | |
− | + | The bonus and penalty from take cover should last as long as you want, but while you are in cover, you cannot do a close range attack, evade, intimidate or surprise. | |
− | + | You can use healing ability, do long range attacks (with the -2 penalty) or choose to do nothing while you take cover. | |
− | + | :There is no penalty for using healing ability when you take cover, so it is always better to take cover when you use healing. Does it even make sense to take cover when you are healing an ally? | |
− | + | What if you are held while you are in cover? | |
− | |||
− | |||
− | + | What if you are panicked while you are in cover? | |
− | + | ==grid movement when you are delayed by your own moves== | |
− | + | *Being delayed by your own knockout, shooting or blasting shouldn't keep you from moving. | |
+ | *Getting delayed by a hold action should keep you from moving. | ||
+ | *Should being delayed by a distract action keep you from moving? | ||
+ | *Should we use "immobilized" as a technical term to mean you cannot move grid spaces? | ||
− | + | ==balance between abilities== | |
− | + | Most of our ability levels are well-balanced. Increasing stalking ability, movement ability, craftsmanship or healing from level 1 to level 2 is worth about the same increasing an attack ability from level 1 to level 2. (Swimming levels might be a little underpowered.) | |
− | + | ===command levels are too valuable=== | |
− | + | Command ability is worth about 3 times as much as other abilities against enemies with 11 defense, about twice as much as other abilities against enemies with 16 defense, and about the same as other abilities against enemies with 20 defense. | |
− | : | + | :We could reign in command by thinking beyond the individual encounter. Perhaps healing and replacing command ability minions is more difficult than healing and replacing PCs between encounters. --[[User:SerpLord|SerpLord]] 22:55, 2 June 2011 (UTC) |
+ | |||
+ | ::What if minions CAN be healed, but only between battles, and only with successful healing rolls? --[[User:BFGalbraith|BFGalbraith]] 22:16, 3 June 2011 (UTC) | ||
+ | |||
+ | :::That would make command ability depend on healing ability, and it's not consistent with the idea that you might recruit minions or create them with something other than healing ability. --[[User:SerpLord|SerpLord]] 04:37, 4 June 2011 (UTC) | ||
+ | |||
+ | ===toughness is too valuable at medium levels=== | ||
+ | |||
+ | Characters with 1 level of attack ability have a strong incentive to increase their toughness up to level 7, 8 or 9 before they develop any other abilities. This means that instead of a more or less even distribution of a characters with 5 to 10 toughness at the end of the game, optimizing players will ALL have 9 toughness at the end of the game, and very low levels of other abilities that don't pay off as much per level. | ||
+ | |||
+ | :We could reign in toughness by thinking beyond the individual encounter. For example suppose sorcerers in TDW automatically heal up to stamina + 1 between encounters. Then they can make a detection, craftsmanship or healing roll to regenerate themselves to full HP. (Note: toughness was not in that list.) If we want to be even more brutal, we can have the difficulty depend on your toughness, stamina or the amount of damage you have taken. --[[User:SerpLord|SerpLord]] 22:55, 2 June 2011 (UTC) | ||
+ | |||
+ | ===level 1 abilities have very different values=== | ||
+ | |||
+ | Having at least 1 level of certain abilities adds extra value. | ||
+ | |||
+ | *(~5 levels) your first attack ability doubles attack power when healthy | ||
+ | *(~5 levels) healing potentially heals several points of damage | ||
+ | *(~5 levels) non-flying characters can't hit flying characters with close range attacks when they evade or use a long range attack | ||
+ | *(~1 level) craftsmanship versatility | ||
+ | *(~1 level) your first stalking ability (surprise action) | ||
+ | *(~½ level) command ability intimidate action | ||
+ | *(~½ level) non-swimmers and long-range attacks can't hit character who use swimming to evade | ||
+ | *(0 levels) other movement aiblities | ||
==more realistic healing options== | ==more realistic healing options== | ||
− | |||
− | |||
games without healing ability (dinosaurs and prehistoric animals) | games without healing ability (dinosaurs and prehistoric animals) |