05-06-2012, 11:14 AM | #31 | ||
Join Date: Sep 2007
Location: Copenhagen, Denmark
|
Re: Making a new limitation for Damage Resistance
Quote:
1) This jams FP-cost and duration together. The problem is not that FP-cost is too cheap (-5% per point) it is that a small duration rather than permanent should be worth more when combined with an FP-cost, IMO. 2) It makes ablative a -5% limitation if you can simply reset the DR. -80% makes no kind of sense when it is almost literally a non-issue that the DR is ablative. 3) It takes concentration except ready, and it cannot be maintained. 4) It actually works. It creates a fairly priced shield that doesn't scale out of control. I.e. it's not 10 points + 1 point per bloody level of DR. If you have a cleaner solution, I'm more than willing to accept it, but this thread had been running for some time with no reply. At some point I'm forced to just do something if I want to actually finish my supplement. Quote:
Last edited by Grunker; 05-06-2012 at 11:26 AM. |
||
05-06-2012, 11:18 AM | #32 |
Join Date: Nov 2009
Location: Oregon
|
Re: Making a new limitation for Damage Resistance
I think your solution is workable. I've fiddled around with various ways to make a "refilling" ablative DR reasonable, and while I'd probably parse mine differently from yours (placing the emphasis on how quickly it refills, rather than how long it lasts) the limitations come out to similar values.
|
05-06-2012, 08:05 PM | #33 |
Join Date: May 2005
Location: Lynn, MA
|
Re: Making a new limitation for Damage Resistance
Costs fatigue is ridiculously undervalued, that's for sure. (At the very least for the first point, -5% to turn an always on ability to one you can only maintain for limited periods is just not enough of a discount. I go back and forth between thinking it should be -10% per, or maybe -20% for the first point and an added -5% per point beyond that.)
If your solution works for you, then excellent! I was just trying to help you using the RAW. and a "oops, my bad" on misquoting you! |
|
|