Customizing success level consequences?
Posted: Sun May 12, 2019 8:28 am
Hi Folks,
I wondered whether it would make the game better if certain items would change the results of success levels.
Flute of clarity
Thread one
Bonus of third extra success on social talents is doubled
Thread two
Social Resistance + 1
Thread three
Bonus of second extra success on social talents is doubled
... so on and so forth
Similarly, the damage bonus of certain weapons could be enhanced (+1 per successlevel for a spear) or decreased (-1 per for a battle axe whose base damage is high but with less variance) which would also map out the correlation of damage with fighter skill a bit.
One could also apply the armor penalty as a modifier on extra damage per success level.
(You became so slow that you dont win too much from a superior position in the fight)
Lastly you could have spells/weapons that have a non-linear damage bonus (+1/+2/+4/+6/+10/+16)
Maybe too much complication for conventional items but certainly a nice degree of freedom for legendary items whose power should scale with the wielders skill.
You could also trigger item effects with respective success levels.
I wondered whether it would make the game better if certain items would change the results of success levels.
Flute of clarity
Thread one
Bonus of third extra success on social talents is doubled
Thread two
Social Resistance + 1
Thread three
Bonus of second extra success on social talents is doubled
... so on and so forth
Similarly, the damage bonus of certain weapons could be enhanced (+1 per successlevel for a spear) or decreased (-1 per for a battle axe whose base damage is high but with less variance) which would also map out the correlation of damage with fighter skill a bit.
One could also apply the armor penalty as a modifier on extra damage per success level.
(You became so slow that you dont win too much from a superior position in the fight)
Lastly you could have spells/weapons that have a non-linear damage bonus (+1/+2/+4/+6/+10/+16)
Maybe too much complication for conventional items but certainly a nice degree of freedom for legendary items whose power should scale with the wielders skill.
You could also trigger item effects with respective success levels.