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Spells using the Bloodied condition
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Lokathor
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PostPosted: Thu Mar 15, 2012 1:03 am    Post subject: Reply with quote Add User to Ignore List

You can do things besides damage even to non-bloodied targets you know. Sleep could be -2 to attacks and checks for 1 minute/level on a failed save, for example.
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sigma999
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PostPosted: Thu Mar 15, 2012 1:11 am    Post subject: Reply with quote Add User to Ignore List

Damage was the only thing I could think of that works alongside what noncasters do, so everyone is working together to bring their opponents down to Bloodied before the final effects come out.

Otherwise if Sleep just gave penalties, you'd never get to Bloodied by that alone.
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ishy
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PostPosted: Thu Mar 15, 2012 1:18 am    Post subject: Reply with quote Add User to Ignore List

sigma999 wrote:

Color Spray
SL 1
Normal: 1d4 Light damage per odd level (deals double damage to fungus and beings harmed by sunlight such as Vampires), Target is Dazed for 1 round on a failed Will save.
Target Bloodied: Target is Stunned and Blinded for 1 round on a a failed Will save.

Usually more enemies are stun immune than daze immune. So the bloodied condition actually makes it a worse spell imo.
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sigma999
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PostPosted: Thu Mar 15, 2012 1:25 am    Post subject: Reply with quote Add User to Ignore List

ishy wrote:

Usually more enemies are stun immune than daze immune. So the bloodied condition actually makes it a worse spell imo.


Hmm. And I also just noticed the original doesn't Daze. I'll change that.

Color Spray v2
SL 1
Normal: 1d4 Light damage per odd level (deals double damage to fungus and beings harmed by sunlight such as Vampires), Target is Blinded for 1 round on a failed Will save.
Target Bloodied: Target is also Stunned for 1d4 round and Blinded for 1d4 rounds on a a failed Will save.
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Schwarzkopf
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PostPosted: Thu Mar 15, 2012 7:55 pm    Post subject: Reply with quote Add User to Ignore List

Lokathor wrote:
You can do things besides damage even to non-bloodied targets you know. Sleep could be -2 to attacks and checks for 1 minute/level on a failed save, for example.


That's the kind of thing sleep should be doing even on a successful save to a non-bloodied. On a failed save on a bloodied target certainly it should put you to fucking sleep, like it says on the can.

Edit: Is this thread about 4E, specifically? If so, I bow out of the conversation.
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Ice9
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PostPosted: Thu Mar 15, 2012 7:58 pm    Post subject: Reply with quote Add User to Ignore List

Sort of a side note, but I think if going this route there should be a rule where targets X-amount weaker than you count as bloodied right off the bat.
Because Obi-Wan-Enchanter should be able to wave his hand and Charm or Sleep some mook guards without beating them up first.


Last edited by Ice9 on Thu Mar 15, 2012 7:59 pm; edited 2 times in total
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Lokathor
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PostPosted: Fri Mar 16, 2012 11:02 am    Post subject: Reply with quote Add User to Ignore List

sigma999 wrote:
Damage was the only thing I could think of that works alongside what noncasters do, so everyone is working together to bring their opponents down to Bloodied before the final effects come out.

Otherwise if Sleep just gave penalties, you'd never get to Bloodied by that alone.


You mean you'd need to have a diverse party that helps each other in different ways to defeat your foes? Oh shit, wouldn't want that at all.

Wait that's exactly what you want. It's a debuff spell to the non-bloodied foes in an area which lets your allies be safer when they're dealing damage to those foes who'll stay up for another round or two, and then to everyone who is already bloodied they're knocked out entirely. What a wonderful spell that lets the efforts of everyone mix together.


Schwarzkopf wrote:
That's the kind of thing sleep should be doing even on a successful save to a non-bloodied. On a failed save on a bloodied target certainly it should put you to fucking sleep, like it says on the can.

Edit: Is this thread about 4E, specifically? If so, I bow out of the conversation.


No, this is about implementing a "bloodied" status into a 3e/3.5/tome/etc style game, and then modifying spells to interact with it (specifically save or die spells).

Now, if you were referring to 3e and you do think that non-bloodied people should suffer penalties from spells even when they made their save, well then you can fuck all the way off.
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ModelCitizen
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PostPosted: Fri Mar 16, 2012 12:53 pm    Post subject: Reply with quote Add User to Ignore List

Sleep (pre-4e) instantly kicks low level creatures into unconsciousness and isn't useful against mid level creatures. If you wanted to standardize its effect and remove some of the MTP involved in when the targets wake up, having Sleep do nonlethal damage makes a lot of sense.

However, if you want people to be able to Sleep low level guards to stop them from sounding an alarm, then Sleep needs to do enough damage to kick them instantly into bloodied. Assume it needs to be able to instantly shut down a gnoll or a 1st level fighter, it'd do something like this:

Sleep
Targets in 10' burst take 2d6 nonlethal damage. If they are then Bloodied, they [fall asleep / take nonlethal damage equal to their bloodied value]. Will negates, mind-affecting.


That works, but it's a 1st level spell and at level 20 it will still better-than-2-shot enemies. (Well, any chumps who somehow got to level 20 without figuring out how to be immune to mind-affecting, but still). To offer better spells at higher levels you're going to have to put higher damage numbers on Deep Slumber and Confusion and Phantasmal Killer. You probably wouldn't have Phantasmal Killer one-shot a 7th level fighter like Sleep does to a 1st level fighter (1st level is really deadly and there aren't any lower-level targets yet), but you do have to commit to SoLs taking out an equal level target with 2/3 to 3/4 of its HP left. That means direct damage needs to do the same to keep up.

In 3e that works really well. 2/3 of equal level target's HP is what we expect from low op rogues and warmages and blaster psions. If you wanted to make a game where attacks 2-3 shot enemies you'd need to use condition tracks or fixed thresholds or a bloodied value < 1/2. But for 3e checking Bloodied value after a small amount of damage seems to hit the right numbers.


Last edited by ModelCitizen on Fri Mar 16, 2012 1:14 pm; edited 3 times in total
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sigma999
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PostPosted: Fri Mar 16, 2012 6:32 pm    Post subject: Reply with quote Add User to Ignore List

Schwarzkopf wrote:

Edit: Is this thread about 4E, specifically? If so, I bow out of the conversation.


My only response to that is http://www.youtube.com/watch?v=umDr0mPuyQc

ModelCitizen, triggering the Bloodied extra immediately after the normal effect would probably work better than requiring two castings of the same spell.
However, it does work against PCs in the same way. I'm trying for fairness to the players mostly because any damned NPC asshat might sneak up and blast the party with immediate-Bloodied spells.
Are you saying something like Sleep overall needs more damage, even if it's nonlethal?


Ice9 wrote:
Sort of a side note, but I think if going this route there should be a rule where targets X-amount weaker than you count as bloodied right off the bat.
Because Obi-Wan-Enchanter should be able to wave his hand and Charm or Sleep some mook guards without beating them up first.


I mentioned that earlier. It probably got lost in the posts.

If a target has no more HP than the attacker's level they are counted as Bloodied for the attack's effect.
Not much, but a Level 5 caster can take out a horde of kobolds no problem.
Maybe it should be twice level.
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sigma999
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PostPosted: Fri Mar 16, 2012 10:34 pm    Post subject: Reply with quote Add User to Ignore List

I found the perfect solution for "almost asleep but not quite", then we can more on to other spells. Seriously, fuckin tired of talking about Sleep.

I present to you the Bard cantrip Lullaby.

Lullaby wrote:
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a –5 penalty on Listen and Spot checks and a –2 penalty on Will saves against sleep effects while the lullaby is in effect.


Throw in scaling nonlethal damage and done.
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ishy
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PostPosted: Sat Mar 17, 2012 12:50 am    Post subject: Reply with quote Add User to Ignore List

sigma999 wrote:
I found the perfect solution for "almost asleep but not quite", then we can more on to other spells. Seriously, fuckin tired of talking about Sleep.

I present to you the Bard cantrip Lullaby.

Lullaby wrote:
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a –5 penalty on Listen and Spot checks and a –2 penalty on Will saves against sleep effects while the lullaby is in effect.


Throw in scaling nonlethal damage and done.


I'd say the time required to remember what the debuff did + saying to the dm what it does, and then remembering it is in effect. Is a way higher cost than the debuff is actually worth.

I mean seriously, a -2 penalty on Will saves against sleep effects if your target fails its save against sleep?
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OgreBattle
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PostPosted: Sat Mar 17, 2012 7:29 am    Post subject: Reply with quote Add User to Ignore List

Relating to previous discussions on conditions, condition tracks and whatever, perhaps "you are fatigued/sleepy" should be a standard part of the rules and so the Sleep spell forces fatigue on the target.

So the penalties inflicted would be similar to what the rogue gets when he sneaks up on a sleep guard, or what happens to you if you've been marching for over 24 hours.
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FrankTrollman
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PostPosted: Sat Mar 17, 2012 8:25 am    Post subject: Reply with quote Add User to Ignore List

Ice9 wrote:
Sort of a side note, but I think if going this route there should be a rule where targets X-amount weaker than you count as bloodied right off the bat.
Because Obi-Wan-Enchanter should be able to wave his hand and Charm or Sleep some mook guards without beating them up first.


Exactly. Also, there needs to be more than one "first tier" condition, because otherwise we get into situations where Obi-Wan-Enchanter has to let Chubacca beat the guard captain with a wrench for a few minutes before Obi Wan can make the guard captain friendly. And while that image is funny, it's only funny once. After that, it's just stupid.

So here's the set of problems and solutions as I see it:
  • Problem: You don't want people to get stabbed with swords until they fall in love with you, because that's dumb.
    Solution: Have multiple first tier conditions, of which "Bloodied" is only one. SoDs trigger off of one or more first tier conditions.

  • Problem: Characters who are operating on different tracks don't synergize well.
    Solution: Stress the "or more" part of the first tier conditions. At the very least, Fearomancers should be able to take out enemies suffering from shaken or bloodied. If characters have a bunch of things that they can do, they should be able to match up some kind of setup they can do with some kind of finisher that someone else in the party can do.

  • Problem: Keeping track of whether individual goblins are shaken is kind of bullshit.
    Solution: Enemies who are a certain number of levels below you count as having any first tier condition required to powerup finishing moves. So you can do a sleep blast and bullshit enemies will just drop.

  • Problem: If things scale, then Sleep will remain awesome at all levels, causing your lower level spell slots to fill up with badassery and your list of plausible options to get way too long.
    Solution: Wizards shouldn't have leveled spell slots. They should have a manageable number of slots that they can put spells of any level they know into. If some spells (like Sleep) continue to be worth preparing for high level Wizards, that's OK. As long as they aren't filling all of their slots with spells from 1st level, it's kind of nice for continuity.


-Frank
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Lokathor
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PostPosted: Sat Mar 17, 2012 11:17 am    Post subject: Reply with quote Add User to Ignore List

If spell slots don't have levels any more, we can get rid of spell levels too. A spell's "level" is the level you get it at, and the DC to save against a spell is just the same as a DC for any other type of ability (10 + 1/2 level + Stat Mod). Doesn't do much mechanically, but it reduces the cognitive load of the game by just a tiny little bit (I'm always looking to make games easier to teach to new players when possible).
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FrankTrollman
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PostPosted: Sat Mar 17, 2012 3:04 pm    Post subject: Reply with quote Add User to Ignore List

Lokathor wrote:
If spell slots don't have levels any more, we can get rid of spell levels too. A spell's "level" is the level you get it at, and the DC to save against a spell is just the same as a DC for any other type of ability (10 + 1/2 level + Stat Mod). Doesn't do much mechanically, but it reduces the cognitive load of the game by just a tiny little bit (I'm always looking to make games easier to teach to new players when possible).


Reducing the number of things called "level" is an unalloyed good. Having "3rd level spells" you can cast if you are "5th level" is just fucking stupid.

-Frank
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sigma999
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PostPosted: Sat Mar 17, 2012 4:07 pm    Post subject: Reply with quote Add User to Ignore List

FrankTrollman wrote:

  • Problem: You don't want people to get stabbed with swords until they fall in love with you, because that's dumb.

Solution:
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But other than that, I understand what Frank is saying. There needs to be more tracks than just Bloodied.
So, how many?
The Charm track?
The Fear track?
The Sleep track?


Last edited by sigma999 on Sat Mar 17, 2012 4:09 pm; edited 1 time in total
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virgil
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PostPosted: Sat Mar 17, 2012 4:26 pm    Post subject: Reply with quote Add User to Ignore List

Here are a few ideas as for making different tracks.
Fear Track
  • Shaken
  • Frightened
  • Panicked
Sleep Track
  • Fatigued
  • Exhausted
  • Sleep
Damage Track
  • Bloodied
  • Staggered
  • Disabled
Health Track
  • Sickened
  • Nauseated
  • Staggered
Charm Track
  • Distracted (see lullaby)
  • Fascinated
  • Charmed
Grapple Track
  • Entangled
  • Pinned
Movement Track
  • Slowed
  • Checked
  • Paralyzed
Sanity Track
  • Confused
  • Insane
  • Cowering

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Last edited by virgil on Sat Mar 17, 2012 4:58 pm; edited 3 times in total
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sigma999
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PostPosted: Sat Mar 17, 2012 4:51 pm    Post subject: Reply with quote Add User to Ignore List

One more

Brained Track
• Dazed
• Stunned
• Paralyzed

I couldn't think of a better name for it.


EDIT: At this point I think comparing level of caster to HP of the target, checking to see if the former surpasses the latter for an automatic power boost, shouldn't be done.
It should be on a basis of levels.
The problem is deciding the level difference.

I'd go with how Improved Uncanny Dodge works, in that a Rogue 4 levels higher can negate it.

A character at least 4 levels higher than the target treats them as if they are Bloodied or to paraphrase Frank "in the first tier of effect"

This difference as a condition could be called "Overwhelm"


EDIT 2: The 'tiers' of effects should be called degrees. First degree, second degree, etc. Tier system is already in use for comparing class effectiveness and would only cause confusion.


Last edited by sigma999 on Sat Mar 17, 2012 5:47 pm; edited 3 times in total
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FrankTrollman
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PostPosted: Sat Mar 17, 2012 5:58 pm    Post subject: Reply with quote Add User to Ignore List

It's going to want to look more like a literal tree than a D&D Feat Tree. That is, the goal is to have a finite number of conditions that people can remember at each level. And also to have the conditions at each level branch out into a bunch of possible improvements. Ideally, you'd want it to be that if one person is playing a Corsair, and another person is playing a Necromancer, and the third player is playing a Psion that they can all do something to work together for great justice.

So basically you have three tiers:
  • First Tier conditions are a mild annoyance, but they last the remainder of combat. Examples are Sickened, Shaken, and Dazzled. The default is Bloodied. Unlike horseshit from 3e that isn't worth mentioning, a First Tier condition does not go away before combat ends unless it is healed somehow. The singular exception would be Flat Footed, which goes away as soon as you get an action in the current combat.

  • Second Tier conditions drop your ass out of combat, but clear up quickly. Examples are stunned, held, and pinned. The default is Staggered. If you end your turn and have a 2nd tier condition going, it clears.

  • Third Tier conditions end the fucking fight altogether. Petrified, Eradicated, Dead. The default is Unconscious.


And the idea is that when you have a thing that hands out a 3rd tier condition (that is to say: a Save or Die), it can trigger off like a third of the available first tier conditions. Abilities that hand out 2nd tier conditions should mostly be riders to normal attacks, and trigger off of a bunch of 1st tiers as well.

The weird one are the 1st tiers like Slow. It's actually fairly serious, and you can ratchet it up to stuff like Petrified and Staggered. But it's still 1st Tier. The thing is that the spells that lay it on don't do anything else for the most part. So you'd cast Slow, and it would inflict the Slow on everyone in the area who fails their save.

-Frank
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deanruel87
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PostPosted: Sat Mar 17, 2012 6:44 pm    Post subject: Reply with quote Add User to Ignore List

If you make it clear that damage can represent more than just stab wounds, which it already does, you can make improvements here. If you make it very clear that any effect which weakens you physically or mentally is dealing you damage then you can tie everything into it. Poison deals damage, stabs deal damage, and sweet burns deal damage whether they are from fire or someone's scathing wit.

Then you say that every effect has 3 applications. What it does when you're fine, what it does when you're bloodied, and what it does when you're defeated (meaning down to 0hp). So something like

Sleep
(Single target, close range)
Deal 1d6 Stun damage per level
Target Bloodied: Save or fall unconscious for 1 minute
Target Defeated: Fall unconscious for 8 hours

Fireball
(20ft Burst, medium range)
Deal 2d6 Fire damage per level, save for half damage
Target Bloodied: failure to save also causes you to catch fire
Target Defeated: Fall unconscious and catch fire

Blind
(Single target, close range)
Deal 1d6 Stun damage per level, save or go Blind for 1 round
Target Bloodied: failure to save causes blindness for 1 minute
Target Defeated: Target is permanently blinded


Why would this not be better than a system of 30 status effects in a byzantine pyramid?
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sigma999
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PostPosted: Sat Mar 17, 2012 6:55 pm    Post subject: Reply with quote Add User to Ignore List

Only one qualm with that; Fireball dealing 2d6 per level is enough to bring most Barbarians to near-death with one failed save.
I'm not trying for Tome levels of rocket tag here.
I want spells to require at least two castings each to defeat an opponent with about d8s for HP (the median), and that's assuming they fail both saves.

There's also the chance of the caster rolling all 6s for damage and outright killing the character, anyone really, especially someone with d4s for HP.

At least cap it at (1d6 +3) per level. That's enough to get to Bloodied.

This is why I don't design fistfuls of dice for spell effect; it's too unpredictable.

Other than that, happy St. Patrick's Day, I'm off to go celebrate my Irish heritage.
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Stubbazubba
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PostPosted: Sat Mar 17, 2012 7:07 pm    Post subject: Reply with quote Add User to Ignore List

I think deanruel's idea has merit. While yes, you could design a very cool chart where each effect can build off of different effects, but not certain other effects, you gain more in simplicity and flexibility than you lose in synergy between certain effects when you just switch it to all HP-based.
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PostPosted: Sat Mar 17, 2012 7:12 pm    Post subject: Reply with quote Add User to Ignore List

How much of this is just reproducing the discussions people already had about CAN?

I'm kind of resistant to the idea of a single Bloodied condition that generically improves all your abilities. It seems like it's leading down a road where everyone piles on damage for a round or two, then everyone piles on status effects for a round, and then the combat's over.

If you abstract everything into "all status-effect stuff does damage because HP is a super abstraction not just buckets of blood", and you just have two generic abstract statuses, then I think everything becomes the sort of washed-out blahery of 4e where even if your powers have flavor text, they're not really doing anything game-mechanically interesting they're just piling on HP damage and flipping a "Your powers work better now" switch.
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FrankTrollman
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PostPosted: Sat Mar 17, 2012 7:39 pm    Post subject: Reply with quote Add User to Ignore List

deanrule wrote:
Why would this not be better than a system of 30 status effects in a byzantine pyramid?


Because any system that requires you to, or hell even allows you to beat someone with actual hammers until they are weak enough to accept a sandwich of friendship and be your best bud is fucking retarded and unworthy of serious discussion.

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Whatever
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PostPosted: Sat Mar 17, 2012 7:53 pm    Post subject: Reply with quote Add User to Ignore List

Right. You can make a case for Charm coming after conditions like Dazzled, Fatigued, Confused, even Shaken (good cop/bad cop style). But you don't want it coming after Bloodied or Entangled. Unless you're playing FATAL.
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