Editing Talk:Scratch
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− | == | + | ==describing abilities== |
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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. | |
− | + | Acrobatics could represent | |
− | + | Swimming could represent | |
− | + | Flying could represent | |
− | + | Healing could represent | |
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− | + | Craftsmanship could represent | |
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− | + | ==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.) | |
− | + | *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) | |
− | + | *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) | |
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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 | ||
+ | *(~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== | ||
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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. | ||
+ | *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. | ||
+ | *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. |