sorites
First Post
I've been working on my own RPG (d20 variant) for a while now, and I'd like to share my thoughts on an alternate approach to combat and damage.
I know that in d20 hit points are an abstraction and are good at what they do, but I wanted to see what it would be like to ditch hp and try something different. I wanted to use a system that reflected the fact that you are less effective when you have a minor wound as opposed to say, when you've been stabbed repeatedly. ("It's just a flesh wound!" "No it's not! Your arm's off!")
What I've come up with a mixture of ideas with d20 at the core. It's a skill-based combat system that I think is easy and fun while offering a moderate amount of complexity.
I'll lay out the basics, but you can check out the full thing here:
https://docs.google.com/viewer?a=v&...ZjE3YS00NmRiLTg4Y2UtMjlkZjY0YzI2YzRl&hl=en_US
Health Track - You have a health track instead of hit points. It ranges from Light to Moderate to Serious to Critical to Unconscious/Dying. You take a cumulative -1 penalty for each wound stage you hit.
[ ] Unconscious/Dying
[ ] Critical Wound (-4)
[ ]
[ ]
[ ] Serious Wound (-3)
[ ]
[ ]
[ ] Moderate Wound (-2)
[ ]
[ ] Light Wound (-1)
Weapons - Each weapon has a damage value of Light, Moderate, Serious, Critical, or Deadly. Weapons also have a Parry rating, which is added to your Parry AC if you are using a weapon in which you're trained.
Armor Class - Touch AC, Dodge AC, Block AC, and Parry AC are all available to characters. Most monsters have Natural AC. Depending on the attack, the defender might be allowed to choose which AC to use for defense.
Combat Skills - Instead of a BAB, you have combat skills like Martial Weapons and Throwing, which you can increase as you level up.
Attack Roll - To make an attack, roll a d20 + combat skill + ability modifier + situational modifiers. Compare your result to your opponent's chosen AC. For each five by which you exceed the defender's AC, you increase the weapon's base damage one stage. For example, a dagger does Light damage. If you get a total of 20 and the defender's AC was 15, you staged up the damage to Moderate. If you had gotten a 25, you would have staged it up to Serious.
Resolve Damage - To resolve damage, the defender makes a saving throw with a target DC equal to the attacker's attack roll. If the defender succeeds, he stages the damage down. For each five by which he exceeds the attacker's result, he stages the damage down again. For example, if the attacker had rolled a 20 and dealt Moderate damage, and the defender gets a total of 22 on his save, he lowers the damage from Moderate to Light. Then he records a Light wound on his character sheet.
----
Thoughts?
I know that in d20 hit points are an abstraction and are good at what they do, but I wanted to see what it would be like to ditch hp and try something different. I wanted to use a system that reflected the fact that you are less effective when you have a minor wound as opposed to say, when you've been stabbed repeatedly. ("It's just a flesh wound!" "No it's not! Your arm's off!")
What I've come up with a mixture of ideas with d20 at the core. It's a skill-based combat system that I think is easy and fun while offering a moderate amount of complexity.
I'll lay out the basics, but you can check out the full thing here:
https://docs.google.com/viewer?a=v&...ZjE3YS00NmRiLTg4Y2UtMjlkZjY0YzI2YzRl&hl=en_US
Health Track - You have a health track instead of hit points. It ranges from Light to Moderate to Serious to Critical to Unconscious/Dying. You take a cumulative -1 penalty for each wound stage you hit.
[ ] Unconscious/Dying
[ ] Critical Wound (-4)
[ ]
[ ]
[ ] Serious Wound (-3)
[ ]
[ ]
[ ] Moderate Wound (-2)
[ ]
[ ] Light Wound (-1)
Weapons - Each weapon has a damage value of Light, Moderate, Serious, Critical, or Deadly. Weapons also have a Parry rating, which is added to your Parry AC if you are using a weapon in which you're trained.
Armor Class - Touch AC, Dodge AC, Block AC, and Parry AC are all available to characters. Most monsters have Natural AC. Depending on the attack, the defender might be allowed to choose which AC to use for defense.
Combat Skills - Instead of a BAB, you have combat skills like Martial Weapons and Throwing, which you can increase as you level up.
Attack Roll - To make an attack, roll a d20 + combat skill + ability modifier + situational modifiers. Compare your result to your opponent's chosen AC. For each five by which you exceed the defender's AC, you increase the weapon's base damage one stage. For example, a dagger does Light damage. If you get a total of 20 and the defender's AC was 15, you staged up the damage to Moderate. If you had gotten a 25, you would have staged it up to Serious.
Resolve Damage - To resolve damage, the defender makes a saving throw with a target DC equal to the attacker's attack roll. If the defender succeeds, he stages the damage down. For each five by which he exceeds the attacker's result, he stages the damage down again. For example, if the attacker had rolled a 20 and dealt Moderate damage, and the defender gets a total of 22 on his save, he lowers the damage from Moderate to Light. Then he records a Light wound on his character sheet.
----
Thoughts?