ronpyatt Posted October 29, 2009 Report Share Posted October 29, 2009 I'm really enjoying the sharp edged effect of the Damage Negation power. Very sweet. I thought of a variant that might be exciting for rollplay (because I haven't figured out an in-game reason for it, yet): High Damage Negation and Low Damage Negation. 3 DC of Low DN, where the full damage dice are rolled and the lowest 3 damage dice are removed. I know it's a total twink job, but I could have fun with it. I might give it a -1/4 limitation, but I also might give a +1/4 advantage for a 3 DC of High DN, where the highest 3 dice are removed. Quote Link to comment Share on other sites More sharing options...
Sean Waters Posted October 29, 2009 Report Share Posted October 29, 2009 Re: Damage Negation Hi/Low Interesting thought, but some things to ponder... More dice means more of a limitation/advantage: roll 6d6 and expect the lowest dice to be 1,2,3. Roll 12d6 and expect the lowest dice to be 1,1,2. Looking at 12d6, average of 3 dice is 10.5 stun, but low DN would get you an expected 4 points off (actually more like -1 1/2) where as high DN would get you an expected 17 points off; more like +1 1/2. Quote Link to comment Share on other sites More sharing options...
prestidigitator Posted October 29, 2009 Report Share Posted October 29, 2009 Re: Damage Negation Hi/Low I'd probably go with a different number of base points per DC for that. Maybe 2 points/DC for removing low dice, and 8-10 points/DC for removing high dice. I actually like those options better than the default, because you don't have to muck with the number of dice rolled by the attacker based on the defender's powers. Hmm. Quote Link to comment Share on other sites More sharing options...
ronpyatt Posted October 29, 2009 Author Report Share Posted October 29, 2009 Re: Damage Negation Hi/Low You could optionally remove the "middle" dice from an attacker's roll for standard DN. Quote Link to comment Share on other sites More sharing options...
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