Incarna Worlds

Incarna Worlds
Incarna Worlds

Wednesday, August 5, 2015

How will the lethality and danger of Incarna be reflected in the DnD variant?

Some of lethality comes in what happens in defining the short and long rest, and nerfing some of the automatic HP regain abilities. I do like that theres not a wide range of non magic and magic items (+3 is tops, though they do discuss +4 in DMG) but it also means less damage per weapon (offset by proficiency bonus is added to damage in some skills, and DEX can apply instead of STR on finesse weapons). Increasing critical hit ranges can help (though there is no "masterwork" so far, that one idea to restore a

masterwork concept).

We want to preserve some of the active/active play of Incarna but not unblaance with system.

Fighters have a parry maneuver for the battle master, but there should be an active defense options beside the dodge that is not as good. The fighter maneuver uses a reaction.

A general Parry action can be offered as a full regular action, that simply increases the AC of the defender by 2 and the damage by 2 if it hits; CAN A SHIELD PARRY? Yes, but you alwayts get the AC bonsu for the shield as it is


DMs can also just impose the law of average (within the variants put forward in DMG) and HP become just an average (which monsters are presented with) - keeping HP down to manageable levels. Lastly, theres the variants of critical hit results. I'm not a big proponent of rolling on a chart for some insane result of "head cut off", but whereas current mechanic is rolled + auto average, mine might be maximum x2. Theres a lot of ways to go and its a matter of balance. 

I prefer not to remove or nerf abilities (looking up errata differences can be consuming), but just make things a little more lethal.

Also see Tracking gear and use - durability of items

Initiative

Initiative will only get rolled on surprise or "unplanned" encounters?
Otherwise, its a 10 + init. modifier - no rolling???
No, we will be including the roll - no "Law of Average"

ARMOR

WEAPONS

Also see Tracking gear and use - durability of items
"Law of average": Weapons will just do average weapon damage on any hit.

[ideas right now]
Quality Weapons: These weapons cost 5x the normal, but do an extra point of damage, including a higher average damage if that option is used. 
Deadly Weapons: These weapons cost 20x the normal, but cause full damage on a hit
Fine Weapons: These weapons cost 20x the normal, but are +1 non magical
Durable Weapons: These weapons cost 20x normal, but are be used to block a blow as normal, but can be fixed after "useless" (though it is unusable until then) for 10x the cost of the weapon.
Balanced Weapon: Adds 1 to the critical range for the cost of 20x the normal (critical on a natural 19-20), to a maximum of 18-20 when combined with ability

"Arete" weapon is 50x normal; each property beyond the first adds another 10x in cost. 
Virtues are Arete

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