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Post by Brainstem on Sept 30, 2011 21:19:17 GMT -5
Thought of this today (two minutes ago... does it show?):
Basically, you've got a Modifier that increases your HP to be 1w:4r instead of 1w:3r, although I'm not sure how to price it. It shouldn't be as expensive as a passive defense since you still lose health, but it can reflect some of the more durable characters better than Toughness. I'm thinking something along the lines of CL = HP+3 (so if you have 3w HP, your Modifier will cost 4w), although that's just off the cuff and without any real planning put behind the pricing.
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Post by malice on Sept 30, 2011 22:34:34 GMT -5
I think just creating a modifier that increased white stones of health would do the same job without messing with as many mechanics (Like: Losing 1r costs the whole white stone).
It can't cost as much as a boost in durability, so you're looking for something that will be cheaper than 3 stones a level at most levels.
You also need to explain how the extra stones interact with energy, do you want it to provide a buffer against energy regeneration penalties? You don't lose regen rate until you're down to the stones from your durability?
I don't feel a need to account for durability, since this is really just an ablative version of toughness or reflexive dodge. As such I'm inclined to put it at MN + 2 or MN +3.
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Post by Gryphynx on Oct 1, 2011 2:12:53 GMT -5
Hmmm... don't think I would base the cost off of current Health nor Durability. It's pretty rare that anyone ever takes 2w in one of my games (maybe once per game), and even then, it's even rarer that it's from 3r exactly (just as likely from 4r or 5r). So, this is something that, in my experience, would be used once every 3 games or so, saving you 1w.
I'd say a cost of 2w is just enough that not everybody takes it (1w, and I think anyone would take it), and not so much that it's ignored (as I think it would be were it, say, 4w). So, at either 2w or 3w it seems balanced, as I tend to 'flub' by energy a bit as a GM so as to not go killing people off, 2w seems the more appropriate cost.
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Post by kito on Oct 1, 2011 9:29:05 GMT -5
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Post by Brainstem on Oct 1, 2011 13:43:36 GMT -5
Haha, yeah, that's what kind of got me thinking about this.
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Post by kito on Oct 1, 2011 18:21:08 GMT -5
o lol cool glad it led some where i was not fully shure on my pricing but i found that the way i do it every 1 will go for lvl 1 and then tend to upgrad eit with LOE in time. witch was wut i wanted as aposd to every 1 haveing 6r:1w to start so i went Dur based too keep the cost kinda pricy but again it is less then tuffens so you dont have to make a Tank tuffens to absob a chunk of cyclops blast. i also play with the Last stand Rule where if you would die you can leave youself at 1 red and get your max energy back to try and 1 hit them befor you go into a coma i found it to be helpfull but cost 1w to buy.
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Post by Brainstem on Oct 2, 2011 14:31:49 GMT -5
Yeah; I figured I'd limit it to just 4 so players don't get too ridiculous with it, but the pricing is all kinds of awkward to figure out.
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Post by kito on Oct 3, 2011 4:28:05 GMT -5
hmm y not simpy a base price then? maby 1r or 1w as its not rilly a big advantage as a simple +1 r per w
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Post by Brainstem on Oct 3, 2011 10:40:45 GMT -5
I think 1r and 1w are both a little too cheap for this, especially if you have a character with a higher white count of HP; for every 3w that a player has, you're essentially adding an extra 1w of survivability. Maybe 3w or 4w? It has more direct function than buying an Adamantium Skeleton, so it should cost at least as much, if not a touch more than that.
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Post by kito on Oct 3, 2011 20:53:48 GMT -5
tru but skeliton give soem advanteges like unbrakibul bones this just makes u "slitly" more durable. 3w i would say then thats about half adimateom bones altho if it can never upgrade i cant se much point in geting it with low hp as they can still widdel you down 1 dmg a hit. to still do 3 hits. altho this des becom extra usfull if you have a heling factor so i would say +1 to cost if you have a healing factor.
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Post by Gryphynx on Oct 4, 2011 1:55:18 GMT -5
I know I already voiced my opinion, just wanted to add that I don't think Healing Factor should factor into the cost at all. 3w seems fair, 4w seems to be too much.
Maybe consider no cap...? Ie: They can buy it multiple times, increasing that red-to-white factor by one per purchase... So, doubling it from 3 to 6 would cost 9w (slightly more expensive than the ability to Reconstitute Self).
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Post by kito on Oct 4, 2011 10:02:16 GMT -5
hmm tru but then again how is that not givign heling factor a buff at 6r a wight if you have enhansed heling factor you now kinda heling 2x as well so if you take 5r dmg this would befor do 2w now now only 1w but you heling factor will stil give you back your 1w for next panel end and heald 5r as apposed to 3r. But meh it not a huge inprovment as with still 1 dmg you heling just as fast.
and to sum up befo post i said 1r or 1w per hp so if it was 1r and you had hp of 3 would cost you 1w. where if you had hp of 6 woudl cost you 2w if not th tthen go to 1w per hp so hp of 3 is 3w hp of 6 is 6w ect.
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