Post by Paul on Jan 16, 2010 12:16:51 GMT -6
Force Grip
You use the Force to choke or crush your enemy. Time: Standard action.
Target: One target within 6 squares or within line of sight.
Make a Use the Force check. The result of the check determines the effect, if any:
DC 15: If you’re Use the Force check equals or exceeds the target’s damage threshold, the target takes 2d6 points of damage and can only take a single swift action on his next turn. Otherwise, the target takes half damage and may act normally, and you may not maintain the power.
DC 20: As DC 15, except the target takes 4d6 points of damage.
DC 25: As DC 15, except target takes 6d6 points of damage.
Choice #1 - Leave it alone that is how wotc intended it.
Choice #2 -
The user rolls their use force ability and that is the base difficulty for the grip. For example let’s say Dan uses grip on Dude1. Dan rolls a 25 on his check.
Dude1 has a fortitude defense of 19. First round as normal but the second round the base difficulty is reduced by a number (trying to determine what # would be fair) lets just use 5 for this example. So a new roll isn't needed but the difficulty is now 20. The 20 is high enough to beat the defense of dude1 so he is still affected. There are two options here:
Option #1
DC is now 20 and that results in: As DC 15, except the target takes 4d6 points of damage.
Or
Option #2
Use the original roll for damage (25), but use the difficulty of 20 to determine only if dude1 is hurt.
Choice #3
The user rolls their use force ability and that is the base difficulty for the grip. For example let’s say Dan uses grip on Dude1. Dan rolls a 25 on his check.
DC 25: As DC 15, except target takes 6d6 points of damage.
Dude1 has a fortitude defense of 19.
Next round a new roll is needed but the user (Dan) would suffer a -3 (cumulative) to his use force check.
Dan rolls a total of 23.
There are two options here:
Option #1
DC 20: As DC 15, except the target takes 4d6 points of damage.
Essentially using the result of the roll.
Or
Option #2
Use the original roll for damage (25), but use the difficulty of 23 to determine only if dude1 is hurt.
This is the closest to how it originally is, but with a cumulative of -3. Option #2 is just using the original roll for damage and the modded roll for success or failure.
You use the Force to choke or crush your enemy. Time: Standard action.
Target: One target within 6 squares or within line of sight.
Make a Use the Force check. The result of the check determines the effect, if any:
DC 15: If you’re Use the Force check equals or exceeds the target’s damage threshold, the target takes 2d6 points of damage and can only take a single swift action on his next turn. Otherwise, the target takes half damage and may act normally, and you may not maintain the power.
DC 20: As DC 15, except the target takes 4d6 points of damage.
DC 25: As DC 15, except target takes 6d6 points of damage.
Choice #1 - Leave it alone that is how wotc intended it.
Choice #2 -
The user rolls their use force ability and that is the base difficulty for the grip. For example let’s say Dan uses grip on Dude1. Dan rolls a 25 on his check.
DC 25: As DC 15, except target takes 6d6 points of damage.
Dude1 has a fortitude defense of 19. First round as normal but the second round the base difficulty is reduced by a number (trying to determine what # would be fair) lets just use 5 for this example. So a new roll isn't needed but the difficulty is now 20. The 20 is high enough to beat the defense of dude1 so he is still affected. There are two options here:
Option #1
DC is now 20 and that results in: As DC 15, except the target takes 4d6 points of damage.
Or
Option #2
Use the original roll for damage (25), but use the difficulty of 20 to determine only if dude1 is hurt.
Choice #3
The user rolls their use force ability and that is the base difficulty for the grip. For example let’s say Dan uses grip on Dude1. Dan rolls a 25 on his check.
DC 25: As DC 15, except target takes 6d6 points of damage.
Dude1 has a fortitude defense of 19.
Next round a new roll is needed but the user (Dan) would suffer a -3 (cumulative) to his use force check.
Dan rolls a total of 23.
There are two options here:
Option #1
DC 20: As DC 15, except the target takes 4d6 points of damage.
Essentially using the result of the roll.
Or
Option #2
Use the original roll for damage (25), but use the difficulty of 23 to determine only if dude1 is hurt.
This is the closest to how it originally is, but with a cumulative of -3. Option #2 is just using the original roll for damage and the modded roll for success or failure.