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<blockquote data-quote="Beholder Bob" data-source="post: 1044297" data-attributes="member: 12866"><p>Hopefully not in application. Generally, once you have calculated your HTK and HTK wound % stats, it should flow fairly smoothly (Hah!). I've run it smoothly, but I made it, so go figure. The system is intended to join the concept of critical hits with a more gritty combat, but perhaps I have overworked it. This system is wed to another I posted a few weeks ago, where bonus damage is converted to dice (so a d4+12 damage becomes d4+2d6) - to prevent the autodeath by damage bonus (in 2nd edition, a +3 to damage meant you could slap kobalds to death - i.e. before they could get class levels), and to prevent players from ignoring damage (I've got 80 HP, I let him swing at me as I get into my chain mail - I'll jump down the 30' drop, etc.). This would strengthen low level characters and keep high level characters from fealing immortal.</p><p> Thank you for your feedback.</p></blockquote><p></p>
[QUOTE="Beholder Bob, post: 1044297, member: 12866"] Hopefully not in application. Generally, once you have calculated your HTK and HTK wound % stats, it should flow fairly smoothly (Hah!). I've run it smoothly, but I made it, so go figure. The system is intended to join the concept of critical hits with a more gritty combat, but perhaps I have overworked it. This system is wed to another I posted a few weeks ago, where bonus damage is converted to dice (so a d4+12 damage becomes d4+2d6) - to prevent the autodeath by damage bonus (in 2nd edition, a +3 to damage meant you could slap kobalds to death - i.e. before they could get class levels), and to prevent players from ignoring damage (I've got 80 HP, I let him swing at me as I get into my chain mail - I'll jump down the 30' drop, etc.). This would strengthen low level characters and keep high level characters from fealing immortal. Thank you for your feedback. [/QUOTE]
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