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Roll To Dodge / Re: Roll to Magic: Turn 183 Cultists and Saviours
« on: September 03, 2016, 10:46:13 pm »
((I'd say the last. The first option just kind of... feels weird, plus it's sort of an artificial way to discourage frequent use, which is kind of the point of the injuries. Feels less like blood power and more like "only use this once or twice, or else" power.
As for the second- saying you need 7+ end is all and very well until someone actually goes and turns their body to metal or something so they can get it consistently. Then it's a broken thing that only one person can use, which is... good for them, I guess, but in a sense it increases the broken-ness to the point of ridiculousness.
So last is the way to go, I think. Removes roll bonuses we all love, but it keeps the aesthetic and prevents end from becoming a uberstat, which is better overall for balance.))
As for the second- saying you need 7+ end is all and very well until someone actually goes and turns their body to metal or something so they can get it consistently. Then it's a broken thing that only one person can use, which is... good for them, I guess, but in a sense it increases the broken-ness to the point of ridiculousness.
So last is the way to go, I think. Removes roll bonuses we all love, but it keeps the aesthetic and prevents end from becoming a uberstat, which is better overall for balance.))