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) | ||