I updated the Lilliput RPG 5 sheet packet to version 0.2 tonight. It appeared during 1st level play that the game was too easy. I ran the combat numbers (expected damage, expected survival in rounds, probability of hit) and with only a couple of minor changes, I was able to balance combat over all 20 levels.
In general, it looks like magic will play a much larger role above level 15 or so. I added a level 5 arcane attack spell to lessen the effect of spell block on arcane casters by giving them attacks over several levels.
I also added a 'sneak attack' mechanic by allowing any stealthy creature to automatically hit on its first attack. This should give the rogue and related classes some more combat oomph.
I am changing Charisma to Chi, since it is the basis for number of spells per day. Chi would better reflect the dual meaning of outgoing energy (charisma) and personal energy (mana). Chi is defined as "vital energy or spirit".
In general, it looks like magic will play a much larger role above level 15 or so. I added a level 5 arcane attack spell to lessen the effect of spell block on arcane casters by giving them attacks over several levels.
I also added a 'sneak attack' mechanic by allowing any stealthy creature to automatically hit on its first attack. This should give the rogue and related classes some more combat oomph.
I am changing Charisma to Chi, since it is the basis for number of spells per day. Chi would better reflect the dual meaning of outgoing energy (charisma) and personal energy (mana). Chi is defined as "vital energy or spirit".
Comments
Post a Comment