Quote:
Originally Posted by zegram 33
for the finishing move, what about haveing it scale based on either health percentage or some less fiddly method of that idea?
so for example:
100-80% health: 1d6 damage/class level
79-60% health: 1d8/class level
59-40% Health: 1d8/class level, enemy shaken for class level/2 rounds
39-20% health: 1d8/class level, enemy knocked prone for class level/2 rounds
19-0% health: death effect (could maybe even get away with death effect with no save at that health level)
make it a once per encounter ability, and your set.
possibly at higher levels allow an AOE version that scales down the dice by one step or something.
if the percentage is a bit fiddly, you could work it based on enemy hit dice in relation to your own but that seems even more so.
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I was planning on just stealing the Finishing Move maneuver's mechanics. :V
3d6 if at full, 5d6 if less than full, and 10d6 if half or below.
+1d6 per other sentai using it with you (max +4d6), +2d6/sentai for less than full, and +4d6/sentai if at half or less.
11th level ability, for reference.