Saturday, August 25, 2012

Hit Points, Damage, and Healing

One of my favorite parts of star wars saga was the higher hitpoints at first level and that lightsaber damage increased in dice instead of just a simple +1. So I really want to keep that style.

Level 1
   Normally I would do the math to figure out an average number of rounds for combat to take based on damage, hit chance, etc, but I'm short on time so its just going to get winged for the most part. I know I want 3 average hits to take out a players HP and average weapon damage will be 2d8. So 9*3 gives us 27 for average HP, 30 for high, 24 for low. I also want a vigor roll to restore not quite half of a players HP so the average for that would be 3d8. So at level one players will deal 2 dice of damage, have 3 dice of vigor, and roughly the above listed Hps. I'll worry about the scaling later.


Damage Dice
  One thing you may have noticed in the first class is everything attack wise listed goes by 'dice'. That is because I want damage to increase in die pool amount instead of simple bonuses, atleast until the pool reaches a size that it becomes unwieldy. So it looks like I need to add another attribute to represent this. Actually I think I need to rewrite that entire section at some point after I get all the details figured out.

Condition Track
  This is something people either love or hate, but I for one love it. Simplifies all the cruddy debuffs into a single easy to use system. Their will be two types of condition damage, normal (temporary) and severe, with two sides to track them. The temporary damage is removed at the beginning of your turn while the more severe types are only removed after a specific condition is met, usually a short rest outside of combat. Condition damage will effect all your attack rolls and defenses with a small penalty. This, like most things, will make more sense when seen on the character sheet.

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