Sunday, October 4, 2026

DF Felltower - Caps & Limits Draft

This is really an attempt to head off long-term issues before they become a real problem. We're already at a point where PC skills are quite high. Do they need to be higher? I think no - I've talked about why offensively (crazy feints) and defensively (defenses so high foes can only crit fish.)

Here is where I am leaning:

Hard Skill Cap - Stat+10 limit on any/all skills.

If I do this, I may consider a Power-Up that allows you to except the limits. It wouldn't be a perk, sorry, but it would be a limited Power-Up, perhaps capped at 3 levels like a lot of the maxima-exceeding power-ups.

This way a fighter-type has a clear idea of what the most possible skill you'll ever be able to get. That's skill-35 for a thief with maxed out DX, not that anyone runs thieves in my game.

Can foes exceed this? Yeah, of course. Foes can have all sorts of stuff you can't as a PC. Deal with it. Dealing with it is part of the game.

Mundane DB sources don't stack.
Magic DB sources don't stack


This is more of a clarification - I ruled this before again and again but I am concerned people forget it when it matters, especially given the math done by the VTT "helping" us.

You can benefit at most from one source of mundane DB - a shield.

You can benefit at from one source of magical DB - Fortify or Shield spells, in general.

I expect this will generate questions about edge cases, but I honestly can't think of any. Have a shield? Get the shield DB. Have a magic shield? Get the shield DB including Fortify. Have a Shield spell? Get that, instead, if it's higher than your Fortify level on the shield you're wielding.

This was how I'd been runing it for a long time, but I am not sure if the VTT sheets can handle this. And the way my players sometimes count up bonuses by trying to get the net ("I'm +2 for Shield, but -4 for stunning, so I'm at -2") can potentially lead to a double count error (". . . and my magic shield is DB 5 so I'm at a net +3.")


I'm still undecided on fixed-effect Feints and Deceptive Attacks, if only because it gives PCs a fixed target of defenses to aim for, even higher than they generally have now. No one wants to roll less than a 16 for defenses if possible even with situational penalties. It's the downside of a "build" system instead of a class-and-level system without feats. And a Rule of 16 for defenses would be awesome but no one will accept that later in an ongoing campaign when they've worked up to higher defenses.

If my players like this, we'll consider adding another:

Fixed Potion Effects - All +1d6 buff potions are actually +3. Notably this includes Strength and Agility potions.

They'll just work with a flat effect, which will save on potion costs (people down them until they get a good roll) but also mean I don't have to deal with +5 to +6 DX in fights.

Any other limits I should give some thought to?
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