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Thread: Level dependant Blood abilities
02-18-2003, 03:39 AM #1
There are powerful Blood abilities out there, some of them are quite useful in many situations, others are overpowering and yet others are next to worthless, it all depends on the situation the scion is in at any given moment. lets for example take an adventuring based campeign (as opposed to political) and a mighty 15th level fighter scion who has the Blood ability Major Resistance: Non-magical attacks at either major or great Deriviation. now this ability grants you as you should be familiar with Damage Reduction either (major) 3/+1 or (great) 5/+1. Most opponents that the Scion is encountering at that level (since he is probably traveling with charecter at ECL 16/17) either have damage reduction that enables them to easily bypass this damage reduction or they are armed with weapons that enable them to bypass this ability rather easily.
The great blood ability would be alot more useful and understandable if it were something like what I suggest is that the Damage reduction increases as the charecter does in level great Resistance for example might gain one point of damage reduction per level(ECL/level?) also that the plus of the magical weapon required to injure the scion might increase as well at every five levels or in the case of the fighter scion above he would have Damage reduction 15/+3
The Major blood ability would then be something like this 1point of damage reduction per 2 levels and the plus of the weapon requered to injure the scion might increase every 7 levels (in both cases rounded down)
or incase of the fighter above he would have damage reduction 7/+2
also to make sure that they are not completly useless for a first level scion there should be bare minimum of the damage reductions as they are or in case of (major) this should be DR 3/+1 and for great this should be 6/+1
there are more abilities out there that could use revisement on this count, for example animal affinity(great) grants the scion the ability to change into Totem animal once per day(this should change to be once every 5 levels of the scion)
Blood abilities should be useful at all levels, not the just the lowest or the highest, feel free to tune down some abilites and then gradually increase the power level of them, some blood abilites are equally useful at all levels for example Long Life ability
02-18-2003, 04:15 AM #2
Does anyone know how to remove an accidental post such as this one, I only meant to post this once, if you want to reply to this posting please do so to the other post as this one was incomplete at the time of posting(although not by much)
02-18-2003, 06:13 AM #3
Blood abilities should be considered on the basis of their being used for
their intended purpose. Battlewise is intended to be used for a battle
commander. A character who gets this power but whose player doesn`t want to
play that kind of character isn`t an argument that Battlewise is a bad blood
power, just that random assignment of such powers is a bad system. It helps
when assignment of blood powers preceeds class selection and development of
a character concept, but that only helps if the player doesn`t come to the
table with an existing concept idea.
In the BRCS, blood and regency is chapter 2. By the time you get to that,
you`ve already selected race, class, skills, and feats. As a character
might be imagined to develop, most skills and feats and even class selection
can be presumed to occur after the character has begun to manifest their
blood abilities. For this reason, I always do blood abilities first, and I
don`t force players to accept abilities at variance with their intended
character concept (when they bring one to the table). Players who come to
the table with no set ideas appreciate setting down some fixed abilities
first and then deciding where to go from there.
That way, characters don`t end up with blood abilities that they (because of
their intended role play) don`t regard abilities like Battlewise as useless.
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