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Aqua Braided Sugar
88a781
>What a powerhouse. Doing that much damage means the Paladin could have oneshot most of the enemies the wizard ran into. Why is the wizard worse at dps than the paladin!? We didn't run into any heavily armored enemies, either.
Alright, let's see how we can fix this!
i guess the first thing would be to fix the attack and defense values of every character
What do you think about
T.W.:
ATK: 2D6-2 (making attacking with T.W. in hand to hand more risky)
DEF: 2D6 (I'd prefer not giving T.W. any malus in defense)
P.P.
ATK: 2D6+2
DEF: 2D6+2 (definitively more tanky than the other characters, but still unable to tank and outDPS the others)
R.s.R.
ATK: 2D6
DEF: 2D6
As for DPS, I thought about reducing the mana cost of SHOCK. Making it Cost 1 would make him rely more on it for damage.
BONFIRE will be turned into BURST OF FLAME. turning it into the aoe effect you had with the scroll. The damage will be also become 1D6 and 1 damage per turn for 3 turns.
SCRY. Do you guys 3 mana would be good? with the reduced cost of SHOCK the manapool won't drain that quickly.
I don't mind the idea of letting the players choose the spells, but it would make things more complicated in my opinion? At least, just at the beginning. I can imagine several comments over several comments discussing which combo is better.
>Would the +1 ring we looted stack with stun, to make the duration d6-1?
No, the ring of rage only ups damage, not effects. I also thought about making it a straight up D3, that way if anyone roll low you won't have wasted mana and an action.
For the paladin, the charge would change into a 2D6+2+squares that you moved through. It would be the best way to deal with ranged-quick monsters or heavy armored enemies.
>But wouldn't Blink make him leave his teammates behind? Or is it one of those abilities that effects the whole team? Because that would be good for quick escapes if it effects everyone!
Blink only works for R.s.R. because my idea for the short quest was to have solo runs with single characters (at least for now, until i manage to find a balance for all of them. It's also the reason most of the monster weren't really threatening. if i make a 3 characters run, there will be some 3D6 Atk - 3D6 Def monsters with abilities, for example).
On retrospective, Blink becomes really useless since you already get a burst of speed from the second spell already. What about making the third skill his ranged attack? costing 1-2 mana and allowing him to attack (2d6) at range (+poison in case).
>With a ring of exchange and his heal, Pally could fully restore hp / mp in between every battle. (Barring bad luck and/or no margin for error).
That would have like a 50% chance of being good.
and we get to another point i noticed. If you guys had good first rolls, you'd stop immediately. And instead spam if you get low results.
To balance that out, i would like to introduce a MIN/MAX numbers of rolls, so to have a better rounded average. 3 rolls min and 6 max is what i thought. what would you suggest, in case?
And lastly, i thought about introducing INITIATIVE!
or better, at the beginning of the "game" you'll roll a d6 (-1 for P.P. and +1 for R.s.R.). It will last for the rest of the dungeon run. Every monster will have a different initiative, and will act after or before the player depending on who has a higher initiative. Initiative will pop up with SCRY too.
Also i wanted to ask, do you think the grid work well as it is? or should i use a more isometric map?
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