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Post by Zyraen on Mar 16, 2019 18:31:18 GMT 8
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Post by Zyraen on May 22, 2019 1:07:39 GMT 8
Weapons usually use 1W, which typically range as follows
Basic Melee : 1d6 to 1d10 Military Melee : 1d8 to 1d12 Exotic Melee : 1d4 (whip), 1d6 to 2d6 brutal 1, ie 1d6, 1d8, 1d10, 1d12, 2d6 brutal 1
Basic Thrown : 1d6 Military Thrown : 1d6 to 1d8
Basic Ranged : 1d8 Military Ranged : 1d10 Exotic Ranged : 1d10 to 1d12
( note Thrown is always 1H and Ranged is always 2H )
Implement Common Attacks (CAs) usually have a dice from 1d4 to max 1d10, ie 1d4 1d6 1d8 1d10. This can be likened to the building block for damage, similar to weapons.
Assuming Weapon users are usually Military weapon users or better, generally speaking 1W is larger for weapon users than implement users. Thus weapon CAs typically have less effects than implement CAs, and should have lesser effects. They also tend to be more ranged / melee focused, and less AoE based.
This distinction is accounted for in the following examples.
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HOW MANY COMMON ABILITIES?
A character starts with two Common Abilities and either a Racial or a third Common Ability.
The first time a character "Multiclasses" to gain access to a new Ability Tree, he gains one more Common Ability. Thereafter, he must always have at least one Common Ability from two different Ability Trees.
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EFFECTS IN COMMON
This gives an idea as to the "value" of a certain effect, and what ranges it can be used on when creating your own abilities. While the listing is intuitive if you think about it, it is spelled out here for clarity
- Any effect that can be applied on an Area1, can be applied to a Blast3. - Any effect that can be applied on a Blast3 can be applied to a Burst1.
- Any effect that can be applied on an Area1, can be applied to a Ranged10, unless it is zone ability. - Any effect that can be applied on a Ranged10, can be applied on a Ranged5. - Any effect that can be applied on a Ranged5, can be applied a Melee1-2.
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COMMON ATTACKS (AND MOVES) LISTING
All the names are stand-in names/examples for easy discussion, they can always be renamed. Some of them do not specially target a defense, so I simply indicate as "Pri Trait vs AC/FRW" or variants thereof, and use the () to indicate the defense for the named example.
Unless otherwise stated, an ability that has damage dice referencing W is always a weapon attack, and abilities that indicate a specific dice for damage is an implement attack.
Area 1 in X attacks should generally always be an implement attack. Bursts and Blasts might be weapon attacks, but no more than 1 such CA per weapon tree.
Some abilities (like Spatial Hunter) specify a requirement as to where you can end the movement. If you cannot reach the qualifying square, you cannot make the movement at all.
The damage type below is intentionally not indicated, since it is dependent on the example.
Nonstack is keyword that prevents the effect (usually a numerical penalty) from stacking with any other ability. It does not prevent the effect from stacking with feats, items, etc that do not originate from abilities.
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MOVES Generally speaking, heavy armor characters should not have access to Common Moves that give them movement.
CM) Ambusher's Step Move (Personal) Effect: You move up to your speed. Until end of this turn, enemies that have no creatures adjacent to them, or no creatures adjacent to them except you, are unguarded against you. Special: You may only use a basic attack on the turn you use this ability.
CM) Covered Retreat Move (Personal) Effect: You move up to your speed. During this movement, you do not provoke OAs when leaving squares adjacent to your allies. Special: You may only use a basic attack on the turn you use this ability.
CM) Light Step Swift (Personal) Effect: You shift 1 square.
CM) Silent Step Move (Personal) Effect: You move half your speed, and if you have any cover or concealment, you may make a Stealth check to become hidden. Special: You may only use a basic attack on the turn you use this ability.
CM) Spatial Hunter Keyword: Teleportation Move (Personal) Effect: You teleport Sec Trait number of squares (max speed) adjacent to your Quarry or your Mark.
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NON-ATTACKS Although the following are non-attacks, note they are still CA classification, ie Common Attacks.
CA) Guidance Burst 5 (1 Ally) Effect: Target gains Sec Trait ability bonus to damage rolls until ENT. If the target is adjacent to you, he also gains Sec Trait ability bonus to attack rolls with basic attacks and CAs until ENT.
CA) Quicken Ranged 5 (1 Ally) Effect: Target makes a basic attack against one enemy within 10 squares of you, that you can see. CA) Quicken Ranged 5 (1 Ally) Effect: Target makes a melee basic attack against a creature that you can see.
IMPORTANT NOTE Quicken (or a similar ability) is an ability that can be used to build around when spending UP, and can make a character relatively one dimensional. It is important that no more than one character per table can access this ability, although the GM may make an exception if there are over 6 players.
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AREA 1 IN 10 ATTACKS Area 1s are the "most powerful" category of CAs, thus their status are generally the weakest. Any status that an Area 1 in 10 ability inflicts, can be applied to any other Common Attack power, except Basic Attacks and Multi-Attacks. Unless otherwise stated, typically with the addition of the word (Enemy), Area attacks are NOT party friendly, and should not be modified to be such.
Implement Area attacks generally deal 1d6. Without very good reason, they do not work with weapon attacks, only one below targets AC. For a starting GM that doesn't want to deal with too many status effects, and/or who especially likes dungeons with narrow corridors (most of the old school dungeons), applying them as Ranged 10 will suffice. In principle, targeting any FRW is fine, but the one in brackets is naturally applicable to the example given.
CA) Blazing Ring / Phantom Cage Keyword: Zone Area 1 in 10 Pri Trait vs FRW (Reflex / Will) Hit: 1d6 + Pri Trait damage. Effect: Until ENT, the area is a zone. If a creature leaves the zone, it takes Sec Trait damage.
CA) Dishearten Keyword: Nonstack Area 1 in 10 Pri Trait vs FRW (Will) Hit: 1d6 + Pri Trait damage, and target takes -2 penalty to its next attack roll made before ENT.
CA) Distract Area 1 in 10 Pri Trait vs FRW (Will) Hit: 1d6 + Pri Trait damage, and target is unguarded until ENT.
CA) Grasping Vines Keyword: Zone Area 1 in 10 Pri Trait vs FRW (Reflex) Hit: 1d6 + Pri Trait damage, and until ENT, if the target willingly moves out of the zone, you may make the following attack against it as an Opportunity Action Pri Trait vs FRW (Reflex Hit: Target is knocked prone.
CA) Icy Winds Area 1 in 10 Pri Trait vs FRW (Reflex) Hit: 1d6 + Pri Trait damage, and target slides 1 square.
CA) Leaden Area 1 in 10 Pri Trait vs FRW (Fort) Hit: 1d6 + Pri Trait damage, and target is slowed until ENT.
CA) Mindshroud Area 1 in 10 (Enemies) Pri Trait vs FRW (Will) Hit: 1d6 damage, and target cannot make OAs until ENT.
CA) Rapidfire Area 1 in 10 Pri Trait - 2 vs AC Hit: 1W + Pri Trait damage. ( yes there is a penalty to hit in return for the bigger weapon size )
CA) Sap Keyword: Nonstack Area 1 in 10 Pri Trait vs FRW (Fort) Hit: 1d6 + Pri Trait damage, and target takes -2 to (one FRW) until ENT.
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RANGED 10-20 ATTACKS Ranged attacks are the next most powerful "CA" attacks and thus have the weak effects also. Any effect that an Area 1 can apply, may also be applied by a ranged attack of up to 10 squares, or a weapon attack. Implement Ranged Basic Attacks (RBA) should target only Reflex.
Weapon attacks use their usual range for RBA, and the max appropriate range for table top is 10/20. Ranged Weapon refers to the weapon's range.
Some of the abilities below are stated to be RBAs, which are referenced in more feats and and Champion/Legend features. It is recommended you stick to one of the RBAS below and minimize deviation from the RBA examples.
CA) Arc Lightning Ranged 10 (2 attacks on 2 creatures) Pri Trait vs FRW (Reflex) Hit: 1d6 + Pri Trait damage.
CA) Deft Shot Effect: Before the attack, you may move 2 squares. Ranged Weapon Pri Trait vs AC Hit: 1W + Pri Trait damage
CA) Eldritch Blast Ranged 10 Pri Trait vs Reflex Hit: 1d10 + Pri Trait damage Special: This is a ranged basic attack.
CA) Force Bolt Ranged 10 Pri Trait vs Reflex Hit: 1d8 + Pri Trait damage, and target is pushed 1 square. Special: This is a ranged basic attack.
CA) Nimble Shot Effect: Before or after the attack, you may shift 1 square. Ranged Weapon Pri Trait vs AC Hit: 1W + Pri Trait damage
CA) Seeking Bolt Ranged 20 Pri Trait vs Reflex Hit: 1d6 + Pri Trait damage Special: This is a ranged basic attack.
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RANGED 5 ATTACKS Ranged 5 attacks have more effects. Although potentially strong single-target abilities, the user usually requires a frontliner to be able to make use of such abilities with safety. CAs that make multiple ranged attack rolls should target either AC or Reflex, and have few effects. Note that damage rolls which exclude Pri Trait still include Expertise.
Note that to be eligible to apply Slayer bonus damage, a ranged ability must make no more than 2 attack rolls, thus you may apply Slayer bonus damage with an ability that can make up to 3 attacks, but only if you choose to make 2 or less attacks. Slayer bonus damage is only applied once per action, and only to one target you manage to hit.
CA) Divine Flame Ranged 5 Pri Trait vs FRW (Reflex) Hit: 1d6 + Pri Trait damage, and one creature within 5 squares of you either gains Sec Trait THP or makes a saving throw.
CA) Double Shot Ranged 5 (2 attacks) Pri Trait vs AC Hit: 1W damage
CA) Fan of Knives Ranged 5 (3 attacks vs 3 creatures) Pri Trait vs AC Hit: 1W + Pri Trait damage. Special: This must be used with a thrown weapon
CA) Guiding Light Ranged 5 Pri Trait vs FRW (Reflex) Hit: Until ENT, target takes -2 penalty to all defenses, and the next creature to hit the target either gains Sec Trait THP or makes a saving throw.
Note: This ability deals no damage, thus it does not have the nonstack keyword. This is not a mistake, the penalty to defenses stack.
CA) Jolting Arc Ranged 5 (3 attacks vs 3 creatures) Pri Trait vs Reflex Hit: 1d4 + Pri Trait damage and the target is unguarded until ENT.
CA) Lightning Lasso Ranged 5 Pri Trait vs FRW (Reflex) Hit: 1d6 + Pri Trait damage and target is pulled up to half Sec Trait (min 2) squares.
CA) Magic Stones Ranged 5 (3 attacks vs 3 creatures) Pri Trait vs Reflex Hit: 1d4 + Pri Trait damage and target is pushed 1 square.
CA) Mind Shadow Ranged 5 Pri Trait vs Will Hit: 1d4 + Pri Trait damage, and the target cannot see you while you are not adjacent to it. This ends at SNT or until you make an attack, whichever comes first.
CA) Reaving Shot/Bolt Ranged 5 Pri Trait vs ACFRW (AC / Reflex) Hit: 1W/1d8 + Pri Trait + Sec Trait damage.
CA) Retributive Ward Ranged 5 Pri Trait vs FRW (Reflex) Hit: 1d6 + Pri Trait damage. Until SNT, if the target attacks you, after the triggering attack is resolved you may use an Interrupt to make following attack against the target Ranged 5 Sec Trait vs FRW (same as above) Hit: 1d6 + Sec Trait damage. This hit does not apply Slayer bonus damage.
CA) Twinned Rays Ranged 5 (2 attacks) Pri Trait vs Reflex Hit: 1d8 damage
CA) Warding Word Ranged 5 Pri Trait vs FRW (Will) Hit: 1d6 + Pri Trait damage, and one creature within 5 squares of you gains a +2 ability bonus to AC until ENT.
IMPORTANT NOTE Double Shot and Twinned Rays (or similar abilities) are notable abilities that may incline a player towards building around them and utilising them frequently. It is recommended that not more than one character per table can access this ability, although the GM may make an exception if there are over 6 players.
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BLAST 3 ATTACKS Blast 3 attacks have effects similar to Area 1s, and a few more which are listed here. Any attack effect can apply to an Area 1 can apply to a Blast 3, and any effect that can apply to a Blast 3 can apply to a Burst 1. Blast3 attacks are usually one dice size larger than Area1, typically 1d6 to 1d8. Unlike Area1 attacks, Blast3 can often be weapon attacks, however typically not more than one Blast3 CA per weapon tree. Any of the following effects which reference half Sec Trait may be simplified to 2 squares with no issues.
Unless otherwise stated, these attacks are not party friendly. The GM may at his discretion make some of them party friendly, especially Burst1 attacks should be friendly. However, any Blast3 or Burst1 attack that is party friendly should only be effective against visible enemies.
CA) Earthbreaker Keyword: Zone Blast3 Pri Trait vs ACFRW (Fort) Hit: 1d8 + Pri Trait damage. Effect: The area becomes a zone of difficult terrain until ENT.
CA) Fiery Flare Keyword: Zone Blast3 Pri Trait vs ACFRW (Reflex) Hit: 1d8 + Pri Trait damage. Effect: The area becomes a zone that is lightly obscured until ENT. You see through the zone normally.
Note: Light obscurement means creatures in the zone or tracing line of sight through the zone suffer from partial concealment.
CA) Glitterdust* Blast3 Pri Trait vs FRW (Reflex) Hit: 1d4 + Pri Trait damage, and target loses benefit of partial concealment until ENT, and cannot stealth until ENT.
CA) Incite* Keyword: Nonstack Blast3 Pri Trait vs FRW (Will) Hit: 1d8 + Pri Trait damage, and target gets +2 ability bonus to attack rolls but -2 penalty to all defenses until ENT.
Note: Although the penalty to defenses does not stack, it still works with unguarded, which adds a bonus to the attacker's d20 roll.
CA) Tidal Grip Blast3 Pri Trait vs ACFRW (Reflex) Hit: 1d8 + Pri Trait damage, and target is pulled half Sec Trait squares (min 2).
Note: A blast3 usually may only pull 2 squares before the target is next to you, but if enlarged etc, the pull may be more. Regardless, the note here is for completeness
CA) Thunder Wave Blast3 Pri Trait vs ACFRW (Fort) Hit: 1d8 + Pri Trait damage, and target is pushed half Sec Trait squares (min 2).
* - credit to DeanTheCat
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MELEE ATTACKS Melee Attacks have more effects than the rest, and effectively can apply potentially the largest magnitude of effects. Any effect that a Ranged ability imposes can be applied to a melee attack with no modifications. Melee attacks typically have higher dice size than the rest, unless restrictions are included inside such as being one-handed weapons. Typically, if a melee Weapon size is included it is either Prof3 1d8 profile or Prof2 1d10 profile, or better, based on weapon feats. Melee Implement dice sizes vary from 1d8 to 1d10.
Most of the following examples are Melee Weapon attacks. They may be adapted as Melee Implement attacks, but always default to Melee 1 ; if a Melee user wishes to obtain reach with his implement Melee 1 attack, he may use a Superior Implement property to obtain it. Generally, implement Melee attacks should target either Reflex or Fortitude, virtually never Will, unless they deal with illusions or psychic effects.
Some of the abilities below are stated to be MBAs, which are referenced in more feats and and Champion/Legend features. It is recommended you stick to one of the MBAS below and minimize deviation from the MBA examples.
CA) Advance the Line Melee Weapon Pri Trait vs AC Hit: 1W + Pri Trait damage and the target is pushed back one square. Then you may shift one square into the square the target occupied.
CA) Beat Down Melee Weapon Pri Trait vs AC Hit: 1W + Pri Trait damage and the target takes -2 penalty to attack rolls until ENT. Special: This is a melee basic attack.
CA) Bolstering Strike Melee Weapon Pri Trait vs AC Hit: 1W + Pri Trait damage, and you gain THP equal to your Sec Trait.
CA) Cleave Melee Weapon (2 attacks vs 2 creatures) Pri Trait vs AC Hit: 1W + Pri Trait damage. Special: If you hit with the first attack, you can forgo the second attack to automatically deal Sec Trait damage to an adjacent creature.
CA) Deep Cut Melee Weapon Pri Trait vs AC Hit: 1W + Pri Trait + Sec Trait damage.
CA) Defensive Style Melee Weapon Pri Trait vs AC Hit: 1W + Pri Trait damage, and you gain a +2 ability bonus to all defenses until ENT.
CA) Feint Melee Weapon Pri Trait vs AC Hit: 1W damage. Special: The target is automatically unguarded against your attack.
CA) Focusing Blow Melee Weapon Pri Trait vs AC Hit: 1W + Pri Trait damage, and you gain +2 ability bonus to attack rolls against the target until ENT. Special: This is a melee basic attack.
CA) Grappling Strike Melee Weapon Pri Trait vs AC Hit: 1W + Pri Trait damage, and target is grabbed by you until ENT. Special : This ability is only usable with a one handed weapon, and your other hand must be empty.
CA) Hamstring Melee Weapon Pri Trait vs AC Hit: 1W + Pri Trait damage, and target is slowed until ENT.
CA) Knock Back Melee Weapon Pri Trait vs AC Hit: 1W + Pri Trait damage, and target is pushed Sec Trait squares.
CA) Knock Down Melee Weapon Pri Trait vs AC Hit: 1W + Pri Trait damage, and target is knocked prone. Special: This attack may be used in place of a melee basic attack at the end of a charge.
CA) Manuevering Blow Melee Weapon Pri Trait vs AC Hit: 1W + Pri Trait damage, and target slides half Sec Trait squares (min 2).
CA) Marking Blow Special: If you are a Slayer with the Quarry feature, you may quarry the target as a free action before the attack. If you are a Tank, you may mark the target as a free action before the attack. Melee Weapon Pri Trait vs AC Hit: 1W + Pri Trait
CA) Piercing Thrust Melee Weapon Pri Trait vs Reflex Hit: 1W + Pri Trait damage Special : This ability is only usable with a one handed weapon
CA) Positioning Strike Melee Weapon Pri Trait vs AC Hit: 1W + Pri Trait damage, and the target slides one square Special: This is a melee basic attack.
CA) Rapid Strike Melee Weapon (two attacks) Hit: 1W damage Special : This ability is only usable by dual wielding with two weapons, each of which makes one attacks, or usable with a one handed weapon while other hand does not use a shield.
CA) Ready Riposte Melee Weapon Pri Trait vs AC Hit: 1W + Pri Trait damage. Until SNT, if the target attacks you, you may use an Interrupt to make following attack against the target Melee Weapon Sec Trait vs AC Hit: 1W + Sec Trait damage. Special : This ability is only usable with a one handed weapon
CA) Rushing Blow Effect: Before the attack, you may move half Sec Trait squares (min 2) Melee Weapon Pri Trait vs AC Hit: 1W + Pri Trait damage
CA) Set Up Melee Weapon Pri Trait vs AC Hit: 1W + Pri Trait damage, and the target is unguarded against the next attack against it before ENT. Special: This is a melee basic attack
CA) Skirmish Melee Weapon Pri Trait vs AC Hit: 1W + Pri Trait damage, and you shift Sec Trait number of squares.
CA) Smash Melee Weapon Pri Trait vs AC Hit: 1W + Pri Trait damage, and target gains vulnerability equal to half your Sec Trait.
CA) Stalking Strike Melee Weapon Pri Trait vs AC Hit: 1W + Pri Trait damage Special: Before or after the attack, you may shift 2 squares.
CA) Switching Slash Melee Weapon Pri Trait vs AC Hit: 1W + Pri Trait damage, then you shift one square, and slide the target into the square you previously occupied. Effect: You shift one square.
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Post by Zyraen on Jan 2, 2020 9:28:21 GMT 8
Note: Debuff is effectively synonymous with Status for this section. For the below Ranks, when an effect/status first appears, it is always Single Target. When applying Burst Blast etc, either choose one target that is hit, or halve the effect if its numerical. You push it up to 1 rank higher if its a blast3 or burst2, and 2 ranks if its larger/further eg area. If below states Zone, then no issue, since unless combined with an effect, enemies should be able to leave a zone.
RANK 1 ATK/DEBUFF ( plus 1W or Sec Trait extra dmg) Two Attacks (both normal dmg), add extra or CA melee status above if both hit Dazed Immobilised (or cannot willingly go closer) Deafened / Silence zone Dmg Zone Cover Zone Sec Trait Penalty to AC & one FRW Sec Trait Penalty to Atk roll Slide Sec Trait Sec Trait Vulnerability Someone can spend a Reserve if you hit (Healing) *Sec Trait or 1W extra Dmg ( stacks with the dmg buff in () for this rank ) *Add one more separate target. If ranged/melee to be within 5 sq of self. If Burst Blast Area Wall then adjacent to the AoE *Half Dmg on Miss *Ongoing Dmg (SE) *Upg Slow/Prone to Immob *Upg Unguarded/-2 Def/-2 Atk to Dazed *Atk targets weakest FRW instead of usual FRW. If the orig attack is vs AC, apply a -2 penalty to bring in line with implement *Sec Trait bonus to Atk, only if target is unguarded and only with Basic Attacks * - Free Action, only with CA
Remarks: For avoidance of doubt, there should be no Interrupts and no Swift action attacks in Rank1. Damage per rank applied as a free action on hit with a CA, assuming creating an ability like Smite, starts with 2W at Rank1, and increases by 1W per Rank. Note that such abilities can still be countered by enemy Interrupts.
RANK 2 ATK/DEBUFF ( plus 1W or Sec Trait extra dmg) Blinded Entangled (immob, -2 atk, unguarded, immune forced movement) Zone Darkness (ie Total Concealment/Blinded) Save Ends of CA Status (eg Prone SE) Single Zone/Effect Removal (eg Dispel) Aura Negation until ENT Slide Sec Trait Area1 Someone can spend a Reserve even if you miss (Healing) Swift Action MBA Interrupt Hit, Atk down Interrupt Hit, Blinded Interrupt provoke OA, Shift half Sec Trait Melee Interrupt bloodied, attack
RANK 3 ATK/DEBUFF ( plus 2W or 2x Sec Trait extra dmg) Save Ends of Rank1 Status Weakened Remove from Play On hit, Self is Invisible until ENT Swift Action RBA Double Atk with higher dmg Double Atk with Rank1 Status, or Rank2 if both hit Charge/Move with defence up vs OA, one attack each and apply a CA melee effect Interrupt Hit, Swap/Switch*
* - what distinguishes a Rank3 interrupt from a Rank2? A Rank3 can negate/redirect a crit, even if forced movement from the attack doesnt fizzle it
Remarks: Rank 3s shouldn't be a lot stronger than Rank 2s. Much like Rank1s are overcosted and Rank 2s undercosted, Rank3s are upfront UP payment for Rank4s. If you can expect a player to expend his Rank3 to recharge his Rank2 (assuming it is allowed), thats about right. In any case, no tree should have two Interrupts (or free action equivalents) occupying SA2 and SA3, nor SM2 and SM3.
RANK 4 ATK/DEBUFF ( plus 2W or 2x Sec Trait extra dmg) Save Ends of Rank2 status Triple Attack, Rank1 status if 2 hit, Rank2 status if 3 hit. Triple Attack, high crit Triple Attack, stacking Dmg Stunned until ENT (ranged 5 or less) Unconscious until take damage Grant extra Std Action equiv (eg use a swift to grant someone else a Std action) Area2 allies can spend Reserve (Healing) Dominated until ENT (only with melee atk) Suppress all Positive effects/buffs until ENT (situational though)
Remarks: Rank 4s are among the most powerful effects, but can be further amplified by Masteries. In principle however, it should only take a Rank 2 to counter a Rank 4, eg dispelling a buff, or using an interrupt to negate a powerful attack. If a player "rushes" a Rank4 early on before enemies have Rank 2s, they would generally enjoy an advantage of opening with Rank4s and "Im so powerful fear me!" except against Elites and Solos that have Rank2s or higher. As Standard enemies gain access to Rank2s, players should find it prudent to coordinate their efforts when utilising Rank4s.
OVERALL SIGNATURE NOTES
1) The guidelines here are a base-line. The GM may at his discretion allow more powerful abilities, but bearing in mind the need to cut back to the base-line if it proves too troublesome to manage. Generally speaking, melee > blast3/ranged5 > blast5/ranged10 > area, with melee having the stronger statuses and area having weakest. (Detailed point buy to come)
2) One can always gradually increase the gap to account for powerful abilities. The important thing is not to make players feel useless or irrelevant by trying to challenge that one or two players who are overpowered by virtue of their trees
3) As per usual guidelines for enemies, Standards effectively access one rank below (most) players, while Elites and Solos have the same access as (most) players, as per progression guideline. Enemies have fewer abilities than players but instead have recharge rates or recharge on bloodied etc. The extra damage portion (the part in brackets) should not apply to enemies, especially if the statuses are notably strong, such as an interrupt attack that causes a player to miss.
4) Thematic abilities should also take precedence accordingly. If players are especially low level, enemies with powerful thematic abilities should be Elites or Solos (eg Vampires and Medusas vs a L7 party). Players usually have more ways to counter Save Ends (CAs, Healer feats, Racials, Willpower) and these can be employed to make it more bearable initially, so Save Ends does *not* necessarily mean a Rank increase on enemy side. One can also escalate a status on multiple failed saves, eg slowed becomes immobilised becomes petrified. An especially powerful ability on an enemy (eg Vampire) facing a low level party, such as Dominated (SE) with a swift, can be limited by making it recharge once on bloodied, and/or if another character is Dominated, all the previous Dominated statuses end.
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