Iterative development. Yeah, that’s the key.

I wrote lots of notes about how and why these powers were changing, and what was going to have to change to reflect the changes, but none of those notes are included in this update. There’s just too much information to try and pack into a small area and I don’t know how to adequately summarize my thinking behind the changes.

It won’t stop me from trying though.

I started this post before I wrote about Attack Power Variance and Hit Points as Material, and the thought in breaking off to write that first was that it would give me something to follow up on, but I don’t think I managed that at all. Instead I just raised more questions and failed to address most of my points in any real detail. *le sigh*

You can see below that basic damage is back – and it’s gone from 6 to 4. This is intended to sit opposite the starting health value of 10 + Constitution bonus, which ranges from ten to fifteen. Three to four hits without intervention will quickly put a creature or character in the “danger zone,” where they’ll start death strikes.

Three strikes and you’re out. Nice and easy like that.

You combat your rising damage by Guarding to remove damage, though there’s no inherent advantage to causing an attack to miss — that mostly comes from preventing “hit” effects (effects that only occur when an attack is successful), or if you’re an evasive hero and you can ignore damage from attacks that miss.

Anyway, take a look here, and I’ll explain a bit more about how these effects interact as we go. They don’t have quite the same level of interplay that the card powers I developed do – but I think these are a lot more tactically oriented, and will probably involve quite a bit more interaction with rules beyond what is immediately visible.

Expect to see a new class build (probably the Warden again) relatively soon.

Attack [Basic, Move]
Standard action
Target one creature
Effect Deal 4 damage to the target.

Guard [Basic, Move]
Standard action
Range personal
Effect Remove 5 damage, and the next attack to target you before the start of your next turn misses.

Rally [Basic, Move]
Standard action
Range personal
Effect End one ongoing effect, and your next attack before the start of the next turn is critical.

Escape [Basic, Move]
Standard action
Range personal
Effect Remove the target from combat.


Engage [Basic, Move]
Sudden action
Target one creature
Effect Until the start of your next turn, your attacks deal extra damage to the target equal to your Strength modifier.

Shift [Basic, Move]
Sudden action
Range personal
Effect Ignore the effects of the next non-attack move to target you before the start of your next turn.


Cheer [Basic, Move]
Swift action
Target one creature
Effect The next time the target uses Guard or Rally before end of turn, it requires only a Swift action to use.


Block [Basic, Move]
Readied action
Target one creature
Effect You subject yourself to the target’s next attack before the end of turn.

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