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Old 09-21-2019, 04:34 AM   #21
Devil_Dante
 
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Default Re: [DF] Threshold magic points

i re-read everything! Totally clear now!
I'm going to show this 3 methods to my player, and togheter we'll decide the best one. We're going to talk a little bit to see the best solution for both. Both second and third way are awesome.

And i'm not too much afraid to see these tally points go too much up and down. I'm confident he would use the rules in the "right" way. Lucky for us, our group is made by people who want to play, not hacking XD
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Old 09-21-2019, 08:51 AM   #22
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Default Re: [DF] Threshold magic points

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Originally Posted by Devil_Dante View Post
I'm confident he would use the rules in the "right" way. Lucky for us, our group is made by people who want to play, not hacking XD
Thumbs up, good gaming!
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Old 09-21-2019, 02:13 PM   #23
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Default Re: [DF] Threshold magic points

Just a side note about leeching:
I should add: only heal FP limitation and contact agent or blood agent in order to design the power. Those would reduce by 60%. The first level would cost 10 points. Avery other level would cost 2.4 points.

Am I wrong?

I was reading again your posts and I found this way the coolest. I would like to understand the math better
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Old 09-21-2019, 10:49 PM   #24
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Default Re: [DF] Threshold magic points

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Originally Posted by Devil_Dante View Post
Just a side note about leeching:
I should add: only heal FP limitation and contact agent or blood agent in order to design the power. Those would reduce by 60%. The first level would cost 10 points. Avery other level would cost 2.4 points.

Am I wrong?
Do you want him to have to grab his foe and slowly drain HP off of them to build his Tally Buffer? That's what Leech normally does (except it heals, eh). Adding Contact Agent or Blood Agent means he has to touch their skin or open wound to have this effect... while grabbing them and slowly draining 1 HP per second.

My build swapped out "has to grab" for "ST Based Damage" and "1 HP per sec" for "1 Hp per injury dealt" and "1 Char Point per 3 Damage" for "1 for 1". And all but the last are me just pretending that they are equal swaps and ignoring that the last one is actually an Enhancement, Accelerated Healing +25% (because I'd handwaved the rest, might as well handwave that one as well).

I then just added DR (Absorption) to the frankenstein power and called it a day at 30 for level 1 and 10 per level thereafter.

If you want to do the math...

Taste of Blood 64 points for 1st level, 15/level thereafter
When wounded or having dealt wounds Priests of [INSERT GOD] receive a blessing of increased power. Every time they take or receive damage they gain one temporary character point which may be used to buy ER (ER costs 3 points per level).

Higher levels allow for more temporary character points per wound to be granted (1 per level). Character Points last for one combat scene (or until injuries are healed).


Under the Hood:

Leech 58.75 for the first level, +9.6/lvl thereafter
([25/4]; Accelerated Healing, +25%; Builds Character Points, -20%; Extended Duration: Special, 0; Power Modifier: Divine, -10%; Ranged*, +40%; ST Based Damage Source, +100%)

Damage Resistance 4.5/level
(DR [5]; Absorption: ER, +80%; Extended Duration: Special, 0; Does Not Stop Damage, -80%; Power Modifier: Divine, -10%)


* This just allows him to also get the effect if he throws a weapon at someone and hurts them. If you want to limit it to melee damage only, then swap Ranged for Melee, +15. Because going up from a Reach C attack to a variable Reach attack is +15%. This reduces it to 52.5 for first level, 8.4/lvl thereafter, which changes the overall cost to 57/13.



Now... if you want to go with the slow, has to finger their wounds method, that doesn't have him building based on dealing damage, just taking damage and playing in their bloody wounds...


Taste of Blood 19 points for 1st level, 7/level thereafter
When wounded Priests of [INSERT GOD] temporarily receive a blessing of increased power. Every time they are wounded they receive 1 temporary character point. Also, the Priest may lay on hands on the wounds of their foes and draw out their life force, adding to their own Divine power, they do 1 HP of injury per second they grab their foes and touch a foe's open wound. Every HP taken or dealt gives one temporary character point which may be used to buy ER (ER costs 3 points per level).

Higher levels allow for more temporary character points per wound to be granted (1 per level). Character Points last for one combat scene (or until injuries are healed).


Under the Hood:

Leech 13.75 for the first level, +2.2/lvl thereafter
([25/4]; Accelerated Healing, +25%; Blood Agent, -40%; Builds Character Points, -20%; Extended Duration: Special, 0; Power Modifier: Divine, -10%)

Damage Resistance 4.5/level
(DR [5]; Absorption: ER, +80%; Extended Duration: Special, 0; Does Not Stop Damage, -80%; Power Modifier: Divine, -10%)




Again, I say, if you like the way an ability works, but it feels too expensive for your game, just reduce it to what you feel works. Say the first build, dealing damage with his weapons (bare hands, thrown axes, etc) but it's too expensive, just reduce it to what you feel is right. Maybe 20 for the first level and 5 thereafter.

But if you do make it cheaper, definitely set an ER pool cap equal to his Power Talent (Magery or Power Investiture).
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Old 09-22-2019, 02:56 AM   #25
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Default Re: [DF] Threshold magic points

Thanks man! It's all clear.
thump up thousand times!

Edit: I read another time, and yes, it's probably the best design for this power. I thought to cap energy drain with power investiture, how you suggested.

I think 20 points plus 5 thereafter is fine. I think.

Thanks again. You helped. Me so much!

Last edited by Devil_Dante; 09-22-2019 at 05:53 AM.
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Old 09-22-2019, 08:03 AM   #26
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Default Re: [DF] Threshold magic points

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Originally Posted by Devil_Dante View Post
Thanks again. You helped. Me so much!
/thumbsup.gif

It's an interesting concept, happy to break the RAW in service to someone's game!
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Old 09-24-2019, 01:15 AM   #27
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Default Re: [DF] Threshold magic points

Are we pretty much guessing at how to value accessibility limitations for scaling a leveled ability to the amount of HP received?

We do have a Trigger : Injury which is 1 HP lost for -5% I think... perhaps there are higher value versions for bigger injuries? Maxing out at -40% for stuff that only works when you would begin making HT checks to avoid death (like Unkillable Only)
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Old 09-24-2019, 06:00 AM   #28
evileeyore
 
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Default Re: [DF] Threshold magic points

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Are we pretty much guessing at how to value accessibility limitations for scaling a leveled ability to the amount of HP received?

We do have a Trigger : Injury which is 1 HP lost for -5% I think... perhaps there are higher value versions for bigger injuries? Maxing out at -40% for stuff that only works when you would begin making HT checks to avoid death (like Unkillable Only)
I always have to eyeball it, not just for scalability, but to the campaign. In a game where healing is cheap and plentiful, HP loss isn't as valuable as a game where every HP is sacred.
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Old 09-24-2019, 11:43 AM   #29
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Default Re: [DF] Threshold magic points

Another guideline would also be "Costs HP" being worth twice the value of Costs Fatigue...

That should ALWAYS be worth more, since that means causing extra damage to yourself, rather than just being triggered by damage you would have suffered anyway...

Though there are edge situations like if someone has to voluntarily hurt themself and might be unable to (tied up?) but that seems pretty obscure, like even if you were bound you might be able to bite your tongue to trigger a "trigger: injury" power.

Should maybe be some kind of "injured by others" thing, much like you can't' use DR w/ Absorption to get powered up by your own attacks for free healing or free FP recovery (I wouldn't really care about free temporary character points though, given the expense and cap)
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