KingCrazyGenius wrote:Faytte wrote:Thats fine, will update. Was trying to throw sidereals a bone, but i guess their own errata should be doing that instead.
That's fine too, but just building it into their perfect defense Charms instead of say it's because of Fate would be better.
Done and agreed.
So, to sum up my goal its
A) reduce the damage of most weapons, notably two handers. Reduce O values throughout. Remove P from weapons with O. Over accurate weapons get nerfed slightly.
B) recalculate minimum damage so that two 'peers' can have a long fight (essence 5 vs essence 5) without resorting to chain PD, where as an elder can still squash an upstart all the same(essence 7 vs essence 4)
C) make the O tag more important, since Ping damage in many situation is far lower. These weapons are inferior to non O weapons in other ways though, so they dont become an immediate 'requirement' (that just makes new issues).
D) Hopeful Results of A/B/C: because not every enemy will always use super accurate weapons (you will see more O based weapons) overall, fewer hits land. Those that land hit for less top end damage, and the minimum ping amount will on a whole be lower (people with O weapons will still get some decent ping damage). In general, grazing hits are far less deadly.
E) Artifact Armor Hardness will come into play more often for Light/Medium Armor (where as currently, its basically a joke that only really helps vs things like Anima Flux on DB), since the values go up slightly and damage comes down slightly.
F) PD's become ace cards, vs 2/7 constant batteries. They eventually become more and more taxing.
Addendum Thoughts:
A) Should Perfect Defenses be stuntable (i.e return motes)? I think to a degree this permits large 'battery' style gameplay with PD's.
B) I would also add the following
8) Dual Wielding; wielding an offhand melee or martial arts weapon while wielding another in the main hand provides the character with a +1 PDV against melee attacks.