bleehu / Compound_X

Compound X table top role playing game.
Apache License 2.0
6 stars 4 forks source link

OP Build3: Soldier #68

Closed Wildlovelies closed 7 years ago

Wildlovelies commented 7 years ago

-it'll heal soldier plus full armor: up to 50dr 100% coverage, plus only taking half dmg for everything else...

trowl223 commented 7 years ago

As discussed, soldier can have a third look taken at it. I'm not comfortable with them and they could use something a little different. Yank for now? I feel that the current difference in builds between Specialist and Soldier is pretty small, so we can direct front-line damage dealers to build as a Specialist in the time being.

bleehu commented 7 years ago

Sounds like the fix here is to just take a look at the "It'll heal" feat. Soldier and Specialist are already pretty different; take a look at the way Zach's specialist, Alex's specialist and Gnat's specialist play versus how Derek and Kevin's soldiers play. Maybe we can do some minor tweaking to increase the difference between them, but I think yanking them is way overkill.

trowl223 commented 7 years ago

Alright. Verdict: Fix It'll Heal. My recommendation is to allow the full amount of "ignored" damage to be taken at the end of the conflict, instead of half or 1/3. This damage does not have DR applied to it, so if a solider lets 4 or 5 shots "heal" during the course of an encounter, they will likely die at the end of the encounter. We can add some restrictions so that these wounds cannot be healed by normal means or require higher DCs to restore the Soldier to full spec.

bleehu commented 7 years ago

Sounds good. Who do you want to write it?

1sourcecontrol commented 7 years ago

Am I reading this right? So the soldier takes 1/2 damage until the end of conflict, then basically, instantly dies by taking another full set of damage?

bleehu commented 7 years ago

@1sourcecontrol That's correct. Maybe we could do better?

trowl223 commented 7 years ago

Its the whole adrenaline rush thing on a new level. The soldier gets so amped on trying to finish the conflict that they can ignore crazy amounts of pain and damage to accomplish their goal. Once the adrenaline wears off (after encounter is over) they succumb to the blood loss / system failures. If you guys don't like this mechanic we can look at something else or another way of doing it, I'm not super attached to it.

bleehu commented 7 years ago

This has been sitting too long, I'm going to assign myself and take care of it.

bleehu commented 7 years ago

Taken care of