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Post by Roque Saber on Jun 24, 2009 0:23:19 GMT -5
But then it wouldn't be worth it's force points at those costs. Perhaps when we get to 3, 4, and 5 we could start adding splash damage (with a save to negate, of course) to make it a bit more useful.
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Post by bountyhunter9 on Jun 24, 2009 8:12:05 GMT -5
That could work, but how mych damage are we talking about here, when we get to the 4th and 5th levels. We could also make it like other FPs and have levels 3 and 5 replace turn, but have splash damage, and 1, 2, and 4 could replaces attacks and not have splash damage. What do you guys think?
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Post by Jm419 on Jun 24, 2009 15:33:58 GMT -5
Or activate the character at high levels.
Either of the above ideas can work, of course.
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Post by Roque Saber on Jun 24, 2009 23:39:50 GMT -5
True BH9. Level 3 and 5 should replace turn, but those can be the ones with splash and higher activation saves.
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Post by bountyhunter9 on Jun 25, 2009 7:44:54 GMT -5
Okay, I think that is a good idea. Can somebody make this list, now that we've figured out what to do with it?
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Post by Roque Saber on Jun 25, 2009 10:30:30 GMT -5
K, how does this look
Force Thrust 1 (Force 1, replaces attacks: 6 squares; 20 damage; save 11 for 10 damage) Force Thrust 2 (Force 2, replaces attacks: 6 squares; 30 damage; save 16 for 20 damage) Force Thrust 3 (Force 3, replaces turn: 6 squares; 40 damage to target and up to 2 adjacent characters. Affected characters are activated this round, save 11) Force Thrust 4 (Force 4, replaces attacks: 6 squares; 50 damage; target is considered activated this round, save 11) Force Thrust 5 (Force 5, replaces turn: 6 squares; 60 damage to target and all adjacent characters. Affected characters are activated this round)
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Post by bountyhunter9 on Jun 25, 2009 12:23:02 GMT -5
Idk if it should be auto 40/50/60 damage at higher levels, as we already have Force powers (Lightning), that can do that. In fact, isn't Force Thrust 5 the same as Lightning 5, except with no save? I think it should be save 11 to take 10 less damage and not get acitvated, so something like this:
Force Thrust 3 (Force 3, replaces turn: range 6; 40 damage to target and up to 2 adjacent characters and those characters are considered activated this round, save 11 to take 30 damage and ignore the non-damaging effect)
Would something like this work?
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Post by Jm419 on Jun 25, 2009 13:04:09 GMT -5
Yeah, I think that'd work. It's new, but not completely out of the blue. Nice work.
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Post by bountyhunter9 on Jun 25, 2009 14:13:06 GMT -5
Okay. Wait, do you like my Force Thrust or Roque's?
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Post by Jm419 on Jun 25, 2009 20:16:17 GMT -5
Lol. That's what I get for being unclear. I think Roque's look fine, but if we add your perspective in, that'll help.
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Post by bountyhunter9 on Jun 25, 2009 20:19:47 GMT -5
Okay, so basically we can combine both ideas. That was my intention. Should Thrust 2 be a save of 16, or 11? I think it would be better at 11, but if others disagree, we can leave that as is.
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Post by Roque Saber on Jun 26, 2009 0:09:18 GMT -5
Well, we need to make Thrust 2 effective. It has to still be good, I was using Lightning as comparison. It does auto 30 to the target and up to 2 adjacent. We don't want Thrust 2 to be 30 damage to 1 target, save 11 for a pathetic 20.
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Post by bountyhunter9 on Jun 26, 2009 9:37:51 GMT -5
Okay, I think a save of 16 would be fine. Or we could keep it at 11 and make it sight instead of range 6, but that may be too unordinary.
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Post by Roque Saber on Jun 27, 2009 11:22:41 GMT -5
I think that they should all stay range 6, unless we wanted to gradually increase the range. (level 1 is range 6, level 2 is range 7, etc) In fact, that would be pretty cool since it would give the higher levels of Thrust an advantage over most other force powers that require a range of 6.
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Post by bountyhunter9 on Jun 27, 2009 12:27:39 GMT -5
That's another option, but I think we should increase the range by 2 each time we go up a level if we go this route. What do others think?
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