Re: Vampiric Strike and High Health
That's the benefit for spending a lot of points to get that high HP.
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Re: Vampiric Strike and High Health
You can of course always rule the other way for your game. In particular in a game where extreme HP totals are common, it might be a good idea to nip this in the bud.
My main concern would be the loops that could be created my multiple characters with high HP and Leech-like attacks. Not just allies intentionally exploiting it, but also enemies who could never defeat each other. |
Re: Vampiric Strike and High Health
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Re: Vampiric Strike and High Health
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Re: Vampiric Strike and High Health
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However, a simpler solution would just be to exempt Leech attacks from the normal scaling for healing effects. It would just be a campaign option, since it's contrary to RAW. |
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Which ever way you choose to rule it, it should be clearly laid out at the start of the campaign (or at the inclusion of any leech based mechanic) so that it's handled consistently and everyone know what to expect. Everything else is just setting toggles to keep things in line with the game you want to play, really. |
Re: Vampiric Strike and High Health
Another solution is that creatures with high HP take "-X% magical/supernatural/whatever healing not increased".
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Re: Vampiric Strike and High Health
So instead of scaling healing you're suggesting to add even more math into the process by reducing a percentage of damage taken by high HP creatures?
Seems like you've missed the entire point of the discussion. |
Re: Vampiric Strike and High Health
Come on, just declare that the maximum healing gained cannot exceed injury dealt. Quick and reasonably sensible. (This is more a matter of sensibility than balance.)
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I never thought that excessive math was the point of the discussion. |
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