Quote:
Originally Posted by TippetsTX
In my game, then, TOUGHNESS is replaced by three increasingly potent talents... DEFENSIVE TRAINING, DEFENSIVE EXPERTISE and DEFENSIVE MASTERY.
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Rather than expanding Toughness (Defensive Training) to stop three hits at a third level, I've adopted some additional ST-based talents that give benefits other than damage reduction, such as increasing the threshold for injury-induced penalties and making it harder for wounds to knock a figure down.
Quote:
Originally Posted by TippetsTX
Another idea I'm playing with is an extention of a figure's size-based advantages...
What if hex-size also provided a baseline 'toughness' score? I've been experimenting with hex-size /2 (rounded down) = hits stopped. So a giant and a centaur both take 1 hit off by default, while a 14-hex dragon deducts 7 hits from attacks.
What is interesting is that this principle actually holds true (or comes really close) for a decent percentage of creatures as-written. I also like the idea that it represents a 'base' that I can improve on. For example, I wanted my 14-hex dragons to be a bit more formidable so their armored scales actually stop 10 hits (base 7 + 3 bonus).
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That's an interesting idea that provides a useful rule of thumb for creating new creatures.