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Post by Bricingwolf on Oct 15, 2015 21:52:57 GMT
A couple new ideas.
First, healing potions take time to work, hurt a little, and are a bit like drinking something really sour. In game terms, that means they provide healing per round, rather than realing right now, and it takes an action to use one, because it's an intense feeling that slows you down. I'm thinking 1d4 healing per round?
Either a defensive use of Unarmed, or a trait ability, which takes an action to activate, and until you end it, or suffer a great success on an attack against you, the following is in effect: Each time a physical attack against you misses, it becomes easier for you to get a great success on a physical attack against the character that missed you. Each miss reduced the Great Success threshhold by one "point". IE, after one miss, you acheive a Great Success on a physical attack against the target if three or more dice show a 9 or higher, instead of requiring three "10" results.
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Post by jsarek on Oct 28, 2015 7:46:27 GMT
I like the take on healing potions. For how long does the healing continue? X rounds? Until the character is healed? Also, have you had any thoughts on how multiple potions interact?
The defensive ability definitely sounds like the sort of thing it would take a trait to capitalize on.
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Post by Bricingwolf on Oct 29, 2015 3:12:19 GMT
Agreed on the defense ability. Also, need to change the name of the unarmed skill, because I think that part of it's focus will be to incentive an open hand in combat, and to be a strong secondary defensive and offensive skill, rather than insisting on being only for people who don't use weapons. There are really good reasons, IRL, to have a free hand in single combat, and the game should show that somehow.
As for healing potions, I think the guiding principle here is the law of diminishing returns. So, if you pop a second healing potion while the first is still in effect, it might have a minor added bene, but a third just wouldn't do a damn thing. Except hurt, of course. Maybe it lasts until the end of the scene? Generally, that will mean it lasts until it's safe to take stronger healing measures, I think.
Also, as with all crafted consumables, you can often find higher quality ones, or have a PC craft it, which will likely result in a better product, since PCs are rad. If you're buying, higher quality means higher price, but can often be worth it. I'm thinking the crafting rules will work a lot like the complex spells/techniques rules, in that you have a baseline, with a set of upgrade, downgrade and cost options, and types of components associated with different options.
And like, certain things you can find on enemies might even provide free crafting upgrades, acting as premium ingredients. Like, a potion that boosts your magical abilities for a short time might get upgraded to last twice as long by using the blood of a fey creature, freely given, instead of the normal ingredient. Or, perhaps premium ingredients increase the chances of a great success on the crafting attempt, with great successes coming with a free upgrade effect.
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