51 lines
1.9 KiB
HTML
51 lines
1.9 KiB
HTML
<link rel="stylesheet" href="/css/book-page.css" />
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<link rel="stylesheet" href="/css/book-page.css" />
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<h2>LEVELS AND RANKS</h2>
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<p>
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Use levels and ranks as "sliders" to adjust the challenge posed by a battle.
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</p>
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<p>
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Example: When designing a battle involving three level 10 Player Characters,
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two level 10 soldiers would make for an extremely easy encounter, while a
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level 20 champion replacing four soldiers would be feasible but particularly
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challenging. Anything between those two extremes would be fair game — with a
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battle against three level 15 soldiers being the most “average” option.
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</p>
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<h2>IDEAL LENGTH</h2>
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<p>
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In Fabula Ultima, a conflict should ideally last three to four rounds. Keep
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this in mind when you design your battles.
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</p>
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<p>
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If you want to think in terms of damage, this means that on average, a
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successful enemy attack should do damage equal to one third of an average
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Player Character's Hit Points. Similarly, a PC's average attack should do
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damage equal to one third of an average soldier-rank enemy's Hit Points.
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</p>
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<h2>DAMAGE TYPES</h2>
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<p>
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When designing a battle, consider what types of damage the group has access
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to:
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</p>
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<ul>
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<li>Combine adversaries with different Vulnerabilities and Resistances.</li>
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<li>
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Grant powerful adversaries the ability to alter their Vulnerabilities and
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Resistances.
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</li>
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<li>
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If a creature has a Vulnerability that two or more characters in the group
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can exploit, balance this out by enhancing their Defense, Magic Defense, or
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Hit Points.
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</li>
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<li>
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If a creature has a large amount of Hit Points (as champions often do), give
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them at least one Vulnerability that the party can use to their advantage.
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</li>
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</ul>
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<p>
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Make it so that Player Characters cannot simply apply the same highest-damage
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option over and over during battles — that can get boring fast.
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</p>
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<p>Philip Forlenza (Order #)</p>
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