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scrabbletank edited this page Sep 2, 2020
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Welcome to the wiki. This is pretty much going to be just design principles for Farhome/Farhome-lite
- Every roll should be contested by either an opponent or challenge dice.
- Only a single roll should be made to settle the outcome of an action. A spell should have a single save for all effects.
- No immunities. It's fine if things are merely improbable but should never be impossible. For example there is no damage immunity, but some creatures may have up to Resistance 3.
- Unless the attack is highly variable, or balance dictates otherwise, dealing damage should have at least 1 guaranteed wound.
- No end-of-turn saves whenever possible. Either the effect is there until you take an action to remove it, some other effect removes it, or it has run its course.
- Damage dealing spells should deal ~0.75-1 wound per spell level for single target, ~0.5 wounds per spell level for AoE effects.
- Spells with additional effects or components deal ~1-2 wounds less.
- Spells that inflict conditions should usually be at least first level.
- Damage types share a specific Attribute save, only changing when it thematically makes sense.
- Fire: Defense
- Force: Strength
- Lightning: Dexterity
- Cold, Death, Poison: Stamina
- Psychic: Intelligence
- Curses, Debuffs: Willpower
- Holy: Any, Charisma leaning
- Most monster groups have a general theme or mechanic associated with them:
- Undead: Have high max wounds, Strength, and Stamina for their level, but are usually slow or mindless.
- Fey: Avoid using armor dice whenever possible, but all share the Enchanting Presence feat which adds bad dice to attackers. Spellcasters always have Innate Magic
- Humanoid creatures should follow player character stat progression whenever possible.
- Monsters should rarely have immunities, only using them when it doesn't make logical sense otherwise. For example, a construct being immune to the Poison condition as they have no organic body to be poisoned.
- Larger monsters generally do not follow the normal AP scaling, instead having a larger pool of AP to work with. Their attacks should also take slightly more AP than normal, but not always.
- High damage or devastating attacks can be turned into maneuvers or have an AP cost that prevents them from moving and using it the same turn, or both. This is to prevent one-shotting characters before they can react.