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==Toughness is Overpowered==
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==describing abilities==
As the Scratch system has evolved, hit points have gradually increased relative to the damage of attack abilities, so everybody wants to be a tank because hit points guarantee you will last longer.
 
  
Currently our official average hit points are about right (3 for an unarmored average person, 4 or 5 for a "squishy" PC, 6 or more for a tank) and the power of our attack abilities is about right (some people say they are too powerful, some say they have been nerfed, so that suggests we have hit the sweet spot.)
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The things an ability "could represent" should be text a person making a character could copy or easily paraphrase as a description of his own character's abilities if he cannot think of anything better.
  
So how do we tweak the incentives so that squishy characters will be happy with 4 or 5 hit points, but tanks will still want to have lots of hit points?
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Acrobatics could represent
  
We already have the engage action, which helps tanks absorb damage by drawing aggro. In playtesting, healers are more likely to be targeted by holds than high-damage attacks, so wrestling (to increase strength) might actually be better for healers than lots of toughness. Healers and long-range attackers can also take cover.
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Swimming could represent
  
====Bug to Feature====
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Flying could represent
  
Context could play a big part here, because this problem is likely to be fixed by the skill system intended for Squawk 2nd Ed.  TDW might be the last game in the foreseeable future that uses Scratch without skills.  ''In TDW, there is a really good narrative to why PCs should gain toughness more often than other abilities'', which the following text could be added to TDW to explain:
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Healing could represent
:Essence often warps Sorcerers into more powerful forms, increasing their size, natural armor, or other physical alterations that make them more physically resilient.  Therefore, it is appropriate for Sorcerers to use essence to gain Toughness more often than other abilities.
 
If we go with this option, this Toughness balance issue can be tabled until we are using skills in Scratch.
 
  
====Real Solution====
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Craftsmanship could represent
  
What if we had a rule for all injured or incapacitated characters (including minions) that between encounters they only heal to barely-healthy, unless they can make a detection, craftsmanship or healing roll to regenerate themselves to full HP?
 
  
:This would decrease the guarantee that hit points make you last longer, which would be good.
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==balance between abilities==
  
:Can you use your roll to heal an ally instead of yourself?
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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.)
  
::"Yes" makes more narrative sense IMHO. --[[User:BFGalbraith|BFGalbraith]] 10:17, 25 June 2011 (PDT)
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*Minions should only heal one health-state between encounters.  So if a minion was incapacitated, he only has 1 HP at the beginning of the next encounter.  If he was injured, he is only bare-healthy, and he only has full HP if he was still healthy at the end of his last encounter.--[[User:BFGalbraith|BFGalbraith]] 18:26, 5 June 2011 (UTC)
  
:This should be the rule for a "normal" encounter cycle. Depending on the game this could mean a short rest, a month or a year of rehabilitation. Within each game there may be some back-to-back encounters without the opportunity to heal, and there may be longer breaks or full healing services at some points in a long campaign (i.e. "return to town".)
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*We should 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... the amount of damage you have taken. --[[User:SerpLord|SerpLord]] 22:55, 2 June 2011 (UTC)
  
:The normal encounter cycle should also be the cycle for changing craftsmanship bonuses.
 
  
:You should not be able to respec minions in the normal encounter cycle. You need a longer break ("return to town") to replace, modify or retrain your minions.
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Having at least 1 level of certain abilities adds extra value.
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*(~5 levels) your first attack ability doubles attack power when healthy
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*(~5 levels) healing potentially heals several points of damage
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*(~5 levels) non-flying characters can't hit flying characters with close range attacks when they evade or use a long range attack
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*(~1 level) craftsmanship versatility
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*(~1 level) your first stalking ability (surprise action)
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*(~½ level) command ability intimidate action
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*(~½ level) non-swimmers and long-range attacks can't hit character who use swimming to evade
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*(0 levels) other movement aiblities
  
 
==more realistic healing options==
 
==more realistic healing options==
 
 
Note: the three main scratch projects right now (TDW, HoW, Squawk 2nd Ed.) are fantasy/sci-fi with lots of explanations for "unrealistic healing."  IMHO this rule may be decided on in the not-near future.--[[User:BFGalbraith|BFGalbraith]] 14:31, 20 June 2011 (PDT)
 
Note: the three main scratch projects right now (TDW, HoW, Squawk 2nd Ed.) are fantasy/sci-fi with lots of explanations for "unrealistic healing."  IMHO this rule may be decided on in the not-near future.--[[User:BFGalbraith|BFGalbraith]] 14:31, 20 June 2011 (PDT)
  
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*special toughness skills might allow you to be healed more often.
 
*special toughness skills might allow you to be healed more often.
 
*toughness skills that help you be healed?
 
*toughness skills that help you be healed?
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== healing once ==
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It seems that the two simplest options are to allow unlimited healing, or to allow healing only once per encounter.  Which should be the default Scratch rule?  Unlimited healing is currently in place.  We could conceivably have one of the following healing once per encounter rules:
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*Characters can only be healed once per encounter, but healing always restores the character to healthy (stamina +1) regardless of weather they are injured or incapacitated.
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*Like the last one above, but instead the character is always restored to full hit points.  This would do the most to make up for only being healed once per round, and is much cooler than having to count how many times your character has been healed.
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*Healing could only be used on injured characters to make them healthy.  I like this option, because IMHO recapitalization someone is beyond the scope of any encounter, as is restoring them to full hit points.  This may be too extreme of an adjustment and adversely influence game balance.
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IMHO all of these once-per-encounter healing rules are better than what we have now, and also IMHO I can live with what we have now.  So if we decide to have unlimited healing as default, simply delete this "healing once" section and we'll be done with this topic.--[[User:BFGalbraith|BFGalbraith]] 14:23, 20 June 2011 (PDT)
  
 
==optional death rules==
 
==optional death rules==
  
 
realistic or brutal games like [[Resilience]] might have death rules that add dramatic tension and character expendability.
 
realistic or brutal games like [[Resilience]] might have death rules that add dramatic tension and character expendability.

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