Maybe Dodging/Blocking and Protection? Or Deflection and Protection, if we wanna get rhymey. @Arxon yeah, Evasion being confusing is what I'm worried about there.
I absolutely 100% of the time wanna get rhymey so I'm putting my vote behind Deflection and Protection.
@Wiwaxia "dodging/blocking" those are not the same things ;;_;; blocking is when your armour soaks all the damage /pedant hat hm, dodge and soak sounds nice
Yeah, but parrying an attack or deflecting an arrow with a shield isn't really "dodging" but falls under don't-get-hit rather than soaking damage.
Well, unless anyone's got any objections I think I'm gonna go with deflection and protection (or def and prt in short form). Def starts at 10 and has a soft cap at 17, prt starts at +0 and has a soft cap at +7, although you probably can't hit both those caps at once. I've got the Children Fucking Around With Deadly Weapons Table of Despair and Very Probable Death pretty much sorted (for pvp and friendly fire with weapons outside of your strife specibus), but I need to set up the regular death and dismemberment with level-of-enemy scaling and all that.
I started recruiting over here! Technically I still need to work out something for Blood and Hope, but hopefully I'll have that sorted out by the time people are ready for character creation. To do list after character creation before the game starts: finish carapacian generatior prospit/derse encounter tables make and map lands make land hazards and encounter tables figure out how to implement prototypings and finalize underling stuff death & dismemberment table and I think that's it. Everything else I can set up after people have started playing.
pinging @Arxon to come work out the hopey thing The one idea I do have rn is being able to give yourself an extra standard action once per session. Which goes interesting places tactically, and fits with Doom and Rage's "crisis response OVERDRIVE MODE" thing, but isn't that useful out of combat or really particularly hopey. D'you have any ideas?
@Wiwaxia That sounds good to me? I dunno, my other idea would be something related to "ability of those things to make fake things a little less fake," but I'm not quite sure how that would come into play exactly.
Maybe Hero Points as per http://www.d20pfsrd.com/gamemastering/other-rules/hero-points? One a session might be a bit much, though.
Yeah once a session is definitely too much. maybe either nerfing them to be less powerful or coming up with a different method of obtaining them that would be less common? Like maybe one on level up? Unless we are playing with hero points in general, that that wouldn't work.
One on level up sounds better, but that might be too few. Compare adding 4 to a d20 roll after the fact to Doom's bullshit, for instance
Also, one on level up either means the ability to stockpile them or the possibility of losing one of your total possible ones, both of which are... suboptimal.
Hmmm. Than maybe one per [amount of exp that is less then a level up but isn't going to happen every session]?....Although as we go up in level exp will go up, so maybe every xp percentage? Also, for a middle ground between those two there could be a limit, like I could have 2 stockpiled.
hmmm. That might be a bit fiddly. One every other session, limit 1, maybe? Or you can't use one the session after you used one? Or maybe like "if you use one of these, you get no xp for this session"? Here's a more particular list of those things w/out the boring ones and more suited to this game: Act Immediately: get a standard action that you perform right now, interrupting whatever's going on and happening before anyone can do anything else. Lose your next turn. Extra action: you get an extra standard action on this turn. Inspiration: If you feel stuck at one point in the adventure, you can the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent. Reuse: you can use any one of your powers regardless of any cooldown or resource limitations that would normally be in effect. Special: you can do something implausible or impossible (DM discretion) by making an attack or stat check or something at disadvantage (roll twice, take the lowest) Cheat death: you can negate death exactly once by forfeiting this ability forever. This might actually take it down to 1 a session, doesn't roll over territory again. Thoughts?