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TOPIC: Attribute Design

Attribute Design 4 years 7 months ago #49

I think this has been brought up, but I think the easiest thing would be to have tiers of WIS/INT based on class that provides multipliers to the skill check bonus. For instance, 25 INT on wizards doubles the modifier and 40 INT triples the modifier. I'm not super familiar with how easy it is to get INT, so those thresholds are random numbers I plucked out. Maybe these can be called mastery tiers.

These tiers could be easily printed onto the spell text like "Magic Missile - Does 8 or 11/14/17 pts of Force to 1 target." with the mastery tier numbers above the second 2 damage values. Also, calling them mastery tiers opens the door to tokens that grant mastery tiers in the future.

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Attribute Design 4 years 7 months ago #50

Blaine Miller wrote: I think this has been brought up, but I think the easiest thing would be to have tiers of WIS/INT based on class that provides multipliers to the skill check bonus. For instance, 25 INT on wizards doubles the modifier and 40 INT triples the modifier. I'm not super familiar with how easy it is to get INT, so those thresholds are random numbers I plucked out. Maybe these can be called mastery tiers.

These tiers could be easily printed onto the spell text like "Magic Missile - Does 8 or 11/14/17 pts of Force to 1 target." with the mastery tier numbers above the second 2 damage values. Also, calling them mastery tiers opens the door to tokens that grant mastery tiers in the future.


How would the DM know which tier to apply?
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir

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Attribute Design 4 years 7 months ago #51

Harlax wrote:

Blaine Miller wrote: I think this has been brought up, but I think the easiest thing would be to have tiers of WIS/INT based on class that provides multipliers to the skill check bonus. For instance, 25 INT on wizards doubles the modifier and 40 INT triples the modifier. I'm not super familiar with how easy it is to get INT, so those thresholds are random numbers I plucked out. Maybe these can be called mastery tiers.

These tiers could be easily printed onto the spell text like "Magic Missile - Does 8 or 11/14/17 pts of Force to 1 target." with the mastery tier numbers above the second 2 damage values. Also, calling them mastery tiers opens the door to tokens that grant mastery tiers in the future.


How would the DM know which tier to apply?


Party card seems like it could work. Leave it up to players to notify what tier spell they're casting (i.e. "Tier 2 Magic Missile"). Don't really know. Just seems straightforward without adding in unlockable slots or bonuses to casting damage that would add more burden to coaching. Just adding up total int or wis and seeing if they reach a threshold seems simpler to me.

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Attribute Design 4 years 7 months ago #52

Harlax wrote:

Spud wrote: So in regard to limiting the number of slotless items a character/player can carry, this should come down to simple math. In D&D encumbrance terms it is a weight vs effectiveness issue. As said in other posts the number should be reasonably high but it would be a simple matter of adding a statistic to the item description page for current slotless items. By example; "this item adds 1 to your encumbrance total" under the actual description. Player max is 25 Encumbrance total (this is an arbitrary number chosen for example, actual number could be thematically and mathematically determined). Something small like individual Cavadar teeth add 0 encumbrance, but final transmuted item actually counts as 1-3 Encumbrance (depending on what said item is) toward that total. This would start to add some limits on what and how many a player can bring in to the dungeon or grind. Add a slot to the playmat, say to the right of the eyes designated slotless stack here. Also could be a simple box added to party card if needed for a total and would allow for penalties for those that choose to become over encumbered, say minus 1 for Dexterity saves for each point over said total with higher penalty plateaus (minus to party initiative) for those that like planning for all occasions, risks be damned to themselves or others. Perhaps an icon could be added to future token development for slotless to be represented on it's dial/face so it's view-able at a glance for ease of adding (if needed). Also, could be used to enhance/detract character types. Dwarven Fighter could get an encumbrance bonus say +5 to total (accustomed to heavy loads), Elven Wizard and Regular Wizard perhaps a penalty of -5 to total, unaccustomed to heavy loads. This would add flavor and a design challenge over all to dedicated players while not being a major issue to beginners. I think this could be pretty simple application in the long run and contribute to the over all player/attribute creep that is gradually occurring.

My 2 cents

Spud :evil:


One more thing for coaches to calculate. I don't think the benefits of an encumbrance system out weigh the costs.


That pun is solidly 100% of your encumbrance
--
macXdmg
Monk of the Painda Order
Bard of the College of Sick Beats

Trade thread truedungeon.com/forum?view=topic&catid=61&id=253064#406060

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Attribute Design 4 years 3 months ago #53

There is a lot of talk about new slot design and token reprints but I think this subject needs to be in the mix.
If INT is now going to have some meaningful role, Tokens will need to be made to modify that. If WIS and CHR I’m going to have meaningful rolls there may be some tokens that people want reprinted and I know for sure there’s one that people do not.
Please visit my fledgling token store.
truedungeon.com/forum?view=topic&catid=583&id=247486

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