Not that long ago, and probably still in many variants, getting paralyzed led to getting paralyzed again, and so on until dead.
Then (I believe, I hardly ever play V) V changed paralysis to be non-cumulative. So one would not be re-paralyzed while already paralyzed, thus giving the character a much better chance at survival. I didn't feel that this was a great solution and I don't think that I'm alone in that belief. It's counter intuitive to think that the attack that paralyzed you in the first place would not continue to do so.
At some point I came up with the (quite possibly brilliant) idea that paralysis could act kind of like a poison that slows you. The first hit to paralyze would reduce your speed by half+1. Additional hits would reduce by it half+1 again, and so on, until you are effectively or completely paralyzed. The paralysis would wear off (speed would be regained) slowly (+1 speed per player turn).
It should be cumulative with other forms of temporary speed/slow honoring their given (non-cumulative) limitations.
I think that this should make paralysis more fearsome than it's current (V) state, without turning into the insta-death it once was. If you think that it doesn't sound that bad, consider the following.
Assuming normal speed (10), the first hit drops you to 4 (which is bad), the second brings you to 1 (effectively dead).
Assuming speed +20, very quick (30), the first hit drops you to 14 (likely slower than whatever you're fighting), If you don't escape the second hit brings you to 6.5 (very likely dead), the third hit drops you to 3. Even if you manage to teleport or escape some other way, you still have the lingering slowness to deal with.
Having Free Action, of course, means you don't have to worry about any of this (and that's a good thing).
Submitted for your consideration. I'm unaware of this particular approach being discussed or tried before.
Then (I believe, I hardly ever play V) V changed paralysis to be non-cumulative. So one would not be re-paralyzed while already paralyzed, thus giving the character a much better chance at survival. I didn't feel that this was a great solution and I don't think that I'm alone in that belief. It's counter intuitive to think that the attack that paralyzed you in the first place would not continue to do so.
At some point I came up with the (quite possibly brilliant) idea that paralysis could act kind of like a poison that slows you. The first hit to paralyze would reduce your speed by half+1. Additional hits would reduce by it half+1 again, and so on, until you are effectively or completely paralyzed. The paralysis would wear off (speed would be regained) slowly (+1 speed per player turn).
It should be cumulative with other forms of temporary speed/slow honoring their given (non-cumulative) limitations.
I think that this should make paralysis more fearsome than it's current (V) state, without turning into the insta-death it once was. If you think that it doesn't sound that bad, consider the following.
Assuming normal speed (10), the first hit drops you to 4 (which is bad), the second brings you to 1 (effectively dead).
Assuming speed +20, very quick (30), the first hit drops you to 14 (likely slower than whatever you're fighting), If you don't escape the second hit brings you to 6.5 (very likely dead), the third hit drops you to 3. Even if you manage to teleport or escape some other way, you still have the lingering slowness to deal with.
Having Free Action, of course, means you don't have to worry about any of this (and that's a good thing).
Submitted for your consideration. I'm unaware of this particular approach being discussed or tried before.
Comment