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Author Topic: New Campaign Quality: More Blood for the Blood God  (Read 844 times)
LordKruelos
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« on: May 17, 2012, 04:57:28 PM »

More Blood for the Blood God
Violence cuts deep and life is short. When making an attack check using a proficiency with a “forte” (2 proficiencies) Add an additional die to all base damage rolls

(Eg a Mace would go from 1d8 lethal to 2d8 lethal, a Great club would go from 2d6 lethal to 3d6 lethal, and a Throwing knife would go from 1d4 lethal to 2d4 lethal)
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Sletchman
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« Reply #1 on: May 17, 2012, 10:17:46 PM »

Looks pretty simple.  It does make 1d12 better then 2d6, but that might be part of your intent.

Have you considered +1 Threat instead?  Crits seem very "Blood for the Blood God" to me.

That's how I'm considering doing something similar, mine goes (with a sample of what you'd take it in):
Proficient (Edged) = Standard
Forte (Sword) = +1 to Hit & Damage
Specialisation (Katana) = +1 Threat
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LordKruelos
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« Reply #2 on: May 18, 2012, 08:11:07 AM »

The Deadly Combat quality already increases Threat range, so I wanted to look at something else, particularly something that helps speed up grinding through Vitality rather than just making Criticals easier.

I'd initially thought to boost every base damage, but then I reconsidered and thought it should only be available to fighters who are not just proficient with their weapons but VERY proficient.
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Sletchman
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« Reply #3 on: May 18, 2012, 08:37:39 AM »

For some reason I'd forgotten about the existence of Deadly Combat.  Silly of me.

I guess my only concern is that it favours higher die types (1d12 to 2d12 > 2d6 to 3d6) in most ways.  Not a big deal though.  I bigtime support making Forte's more then just +1 to hit though, so this is a cool idea.
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LordKruelos
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« Reply #4 on: May 18, 2012, 08:54:17 AM »

I guess my only concern is that it favours higher die types (1d12 to 2d12 > 2d6 to 3d6) in most ways.  Not a big deal though.  I bigtime support making Forte's more then just +1 to hit though, so this is a cool idea.

I think you're right that it does favor higher damage dice, but I almost see this as a feature as much as a drawback for some games. I'd say it also makes the martial artist's core ability MORE not less valuable
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Blankbeard
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« Reply #5 on: May 18, 2012, 05:45:28 PM »

1d10/2d6 is weird too  2d10 versus 3d6.  Scaling weapons across that barrier acts odd.  A small claymore will do more damage than a large one.  Maybe 2d6 weapons should be called out as going to 4d6.  I don't see any spots where that looks like a problem.
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LordKruelos
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« Reply #6 on: May 18, 2012, 05:47:46 PM »

1d10/2d6 is weird too  2d10 versus 3d6.  Scaling weapons across that barrier acts odd.  A small claymore will do more damage than a large one.  Maybe 2d6 weapons should be called out as going to 4d6.  I don't see any spots where that looks like a problem.

Maybe just say "double the base damage dice"?
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Bill Whitmore
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« Reply #7 on: May 18, 2012, 05:56:46 PM »

1d10/2d6 is weird too  2d10 versus 3d6.  Scaling weapons across that barrier acts odd.  A small claymore will do more damage than a large one.  Maybe 2d6 weapons should be called out as going to 4d6.  I don't see any spots where that looks like a problem.

Maybe just say "double the base damage dice"?

I was thinking either that or adding the same value independent of the base damage type, such as forte just adding 1d8 to damage.  Granted, it could lead to different die types in one damage roll, but precedence for that has already been set with Sneak Attack.
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« Reply #8 on: May 18, 2012, 06:55:07 PM »

That would work, but watch for firearms and cannons Smiley
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foproy
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« Reply #9 on: May 18, 2012, 08:05:19 PM »

i would be more worried about that making knives overpowered.
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Sletchman
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« Reply #10 on: May 19, 2012, 05:59:18 AM »

1d10/2d6 is weird too  2d10 versus 3d6.  Scaling weapons across that barrier acts odd.  A small claymore will do more damage than a large one.  Maybe 2d6 weapons should be called out as going to 4d6.  I don't see any spots where that looks like a problem.

Maybe just say "double the base damage dice"?

I like this.  Seems to be the easiest way to keep the curve intact, while avoiding any problems that adding a flat damage value would cause.
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LordKruelos
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« Reply #11 on: May 19, 2012, 11:48:09 AM »

1d10/2d6 is weird too  2d10 versus 3d6.  Scaling weapons across that barrier acts odd.  A small claymore will do more damage than a large one.  Maybe 2d6 weapons should be called out as going to 4d6.  I don't see any spots where that looks like a problem.

Maybe just say "double the base damage dice"?

I like this.  Seems to be the easiest way to keep the curve intact, while avoiding any problems that adding a flat damage value would cause.

Revised. I think this is better, where better = More Blood.

More Blood for the Blood God
Violence cuts deep and life is short. All base damage dice AND all Bleed DCs are doubled.

(Eg a Mace would go from 1d8 lethal to 2d8 lethal, a Great club would go from 2d6 lethal to 4d6 lethal, and a Throwing knife would go from 1d4 lethal to 2d4 lethal. A successful attack doing 7 damage with the Bleed quality would have a Fortitude  save DC of 14. A successful attack doing 12 damage would have a DC 24.
« Last Edit: May 19, 2012, 11:49:56 AM by LordKruelos » Logged
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