Talk:Epic Path: Difference between revisions

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:* 'subdued' - as secured, but once at zero hit points, you can no longer be healed via normal healing (in the same way you can't heal a dead person)
:* 'subdued' - as secured, but once at zero hit points, you can no longer be healed via normal healing (in the same way you can't heal a dead person)
:* 'sapped' - as subdued, but also you take double damage from all attacks until you reach zero.
:* 'sapped' - as subdued, but also you take double damage from all attacks until you reach zero.
let me know if you're cool with these names and the effects.
thumbs up, let 'er rip!


New combat maneuver: Subdue — gives PCs a way to apply the above conditions.
New combat maneuver: Subdue — gives PCs a way to apply the above conditions.
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Environmental damage:
Environmental damage:
:* option 1: create a new damage type called 'environmental' which is only resistible with ER that is specifically for environmental damage (not covered by ER x/-?)
:* environmental damage is JUST damage (fire, or cold, or whatever), and if you can resist that damage type, you can resist this too.
:* option 2: environmental damage is JUST damage (fire, or cold, or whatever), and if you can resist that damage type, you can resist this too.
 
In support of the 'just damage' approach, if someone has a magic shield that provides ER 10/-, and they go out into the desert and start taking heat damage, why /wouldn't/ the magic of the shield help them out with that?  You're worried about tough characters being able to blow off environmental damage, but the argument could be made that THEY'RE TOUGH... right?  ER and DR are NOT easy to come by; if you don't work on it, you won't have it (or you won't have much, depending on your class).
 
At the end of the day, it's a cooperative game; if the party goes to some hellish place, and the bard just melts there, it won't matter if the fighter can ignore it, the party isn't going to stay, or they'll go through the effort to get some protection for their melty bard.  Which satisfies your story concerns. Right?
 
ergh...  ok, i like the verisimilitude of non-resistable environmental damage, because it evokes all those cool 'struggle to survive' elements in the Heroes Journey. but, i also like the simplicity of 'it's just damage, and tough guys don't care'. there are plenty of environment mechanics (falling trees, oh noes) that can hit tough guys hard enough to overcome their resistances, or lay nasty conditions.  so...i'm leaning toward simplicity. it IS a game, after all. 


Poisons:
Poisons:
:* replace all poison non-lethal damage with poison damage.
:* replace all poison non-lethal damage with poison damage.


=== Character Pages That Need Descriptions ===
=== Character Pages That Need Descriptions ===

Revision as of 14:46, 16 January 2020