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| Ideas for Exalt Resource Mechanics | |
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| Tweet Topic Started: Feb 19 2016, 05:05 PM (985 Views) | |
| HighlanderBurial | Feb 19 2016, 05:05 PM Post #1 |
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As the title suggests, I had ideas for exalt resource mechanics but I don't have anything to put them with so I'm just posting them on their own. Maybe someone else can find a home for them. -Miracles: Low pool (maybe = power stat?) with slow regain but each individual point would have a very powerful effect. e.g. spend 1 to regain 1k1 hp. The main issues I see are that it would be very boring at low levels and probably hard to balance the effects. -Hunger: resource that slowly builds up over time and you want to keep at 0 by using powers/abilities that reduce it. Power stat effects would be things like "if your hunger is below X you get a bonus/if you hunger is above Y you get a penalty". Maybe also with bad things happening if you completely fill up your pool (overheating). |
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| Divergent Reality | Feb 19 2016, 05:25 PM Post #2 |
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Quality Not Guaranteed!
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Generally resource stats have a sliding scale of amount vs recharge. Generally speaking low quantity recharge quickly and high number slowly. Atleanteans shit all over that idea, but you get the point. Sufficiently powerful miracles could be pretty cool if they offset the low number. |
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| CouncilOfShadows | Feb 19 2016, 05:42 PM Post #3 |
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I have some ideas for a Lich (as an Alternate Deathking) with its Hit Points as its Resource Stat and those being calculated by Con+Necrosis+2*Will as opposed to the normal of 2*(Con+Will). It would be able to use the Souls of those it slew as though they were a number of Resource Points each. 1+Necrosis/2 (rounding up) I think it was. |
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| Username | Feb 19 2016, 09:19 PM Post #4 |
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Well, they can only do the fast way willingly once per turn, which is less than a Paragon that really loves to stunt. Since it is a Free Action, is is governed by the rules for free actions in the glossary:
You can get more of course through your magic rolls if you get a bunch of 9's, but whether that is a good thing or not is sometimes up in the air. Magical Aptitude can only do so much sometimes. |
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| Username | Feb 26 2016, 10:28 PM Post #5 |
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Many people feel the Daemonhost's resource mechanic is too good, and there is some truth to this. How would you change it to fix it? |
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| weredrago2 | Feb 26 2016, 10:43 PM Post #6 |
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He Who Posts Too Much
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Instead of adding 2 to the TN per Resonance, how about adding 5? That alone should make things a little better. |
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| Username | Feb 26 2016, 10:54 PM Post #7 |
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5 would get out of hand rather quickly, but it wouldn't mend Doc's loud complaints about the fact that they can still immediately turn around and do the test every single round to undo it if they spend only 1 (and Daemonhosts don't really have much to spend their Resource on in their base exaltation abilities). Nor would it do anything to Doc's loud complaints about the fact that if they have less resonance than they have hitpoints, they'll be able to convert it all and then heal up at the lowest difficulty. As a solution to the previous point, I suggest that in the same way a Werewolf's fast healing doesn't work on certain types of Damage, make it so the Daemonhost's resource points can't be used to take damage from a failed Resonance return. It will require a bit more book keeping on the Daemonhost's part but I imagine it will help with that point. Combined with an increased difficulty this might work quite well, although it would make uses their Resource points very dangerous since at times it can lead you to taking damage even when you don't want to be in that situation. If the difficulty is increased, it may be better to target the base difficulty as well, but I personally feel it shouldn't be too brutal at base since that punishes all builds that don't go as hard into Willpower as possible. Edited by Username, Feb 26 2016, 11:18 PM.
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| Marr965 | Mar 22 2016, 08:36 AM Post #8 |
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I did have an idea for a resource mechanic with a fairly hard "soft" cap but no real hard cap: Your soft cap is equal to Willpower + Composure + twice Power Stat. Holding Resource over that cap inflicts a point of E damage to the body per round per point over the cap, which ignores AP and Resilience. Resource can't be spent to heal wounds due to what you might call mana burn. |
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| weredrago2 | Mar 22 2016, 03:11 PM Post #9 |
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He Who Posts Too Much
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Having 20 in your resource stat is considered very high. Allowing it to go even higher is probably not the best idea. EDIT: Unless you're an Evoluder. In which case, breaking limits is your thing. Edited by weredrago2, Mar 22 2016, 03:16 PM.
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| Username | Mar 22 2016, 06:31 PM Post #10 |
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The Mana Burn ability might be fitting for Weredrago2's version of the Sage though, since it is heavily Magic the Gathering inspired. |
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