Herremann the Wise
First Post
I still think the two in conjunction works nicely though (damage involving both strength and skill). However, the high level combat situation you present is an interesting one. I think the combat point/hit point system has a natural buffer for this. It is all about getting at the other character's hit points. However rather than chipping away, I think there would be a natural encouragement to spend some big combat points on abilities designed to get at those hit points.For realism I would have used damage based on STR and modified by weapon ( GURPS again ).
The only problem with doing that goes back to the original topic........hit points. Basing damage on a STR score that doesn't scale with skyrocketing hit points would mean that high level combat would take days to finish. I have run GURPS combats with critters that had a 15+ HT and 70+ HP and they never end.
As you mentioned in your first post, there is a nice balance going on between conservative defensiveness and pulling out the big moves to finish the opponent early. I think the slow war of attrition of getting through a wad of points would not happen when there were significant opportunities to do other productive but expensive things.
I suppose this is the thing, at high levels, the fighter can hit most of the time and can deal enough damage to cause issues for the opponent. However, I think it is the other things that the high level fighter does that makes them so good. They would have effective and relatively cheap ways of avoiding criticals - incredibly important against dangerous or large opponents. They can keep their defenses up against multiple opponents, cannot be flanked and can tactically move (not opening themselves up to opportunity attacks) further than 5 feet. Also they get more than one attack a round (I like the idea of not having as many iterative attacks as in 3E). But perhaps most of all, they have large numbers of combat points.ExploderWizard said:Skill based damage allows for scaling with level better than having to inflate stats. A grand master of the broadsword will doing something like 3d6+5 per hit and getting multiple attacks. With training being level controlled its easy to keep the fighters damage from being completely overshadowed by casters.
I agree with you here. Minions are an interesting idea but in the end, they just feel a little flimsy to me with that 1 hit point. They encourage unrealistic metagaming which takes me out of the gameworld too easily. However, there should always be a place for such creatures/mooks/minions. For me such creatures should just have hit points (no combat points). They still have skills they can freely use, they are in their way as tough as a non-minion (with no combat points, but the same number of hit points), but when you strike them, it hurts them from the get go.ExploderWizard said:It also helps take care of the minion problem. Since NPC's and PC's don't have to follow the same rules, a bugbear thats scary to a first level character that only does 1-6 points of damage will become a speed bump to the guy doing 3d6+5. Give that bugbear some decent training and it becomes a viable threat to the higher level fighter without giving it character levels or turning it into a balloon with 1 hit point. Its the same bugbear with more skill yet it still drops in a good hit.
Best Regards
Herremann the Wise