barsoomcore said:A True20-ized Hot Pursuit is definitely on my list of things to do. Stay tuned.
barsoomcore said:iwatt: A True20-ized Hot Pursuit
The Damage Track is NOT simpler, and people shouldn't pretend that it is. It's MORE complicated than hit points, definitely..
Brad Hindman said:Our only real complaints is in fact with the damage track. In my opinion, Hit Points were simply replaced by two other less predictable resources: damage ticks on the track and conviction. The reliance on conviction is actually a drawback in my opinion. We found that players horded their conviction because of essentially role they play in combat longevity. So, instead of using conviction to perform dramatic actions with flare and gusto, they were all saved for the crucial toughness save. To a lesser extent, another complaint is with the status effects built into the damage track. My players felt that many of these effects (e.g., stunning) just weren't very fun at the frequency they occurred. Sitting around watching your friends play, while you loose a turn may be realistic, but it isn't very entertaining.
DnDChick said:My group sees Conviction as the "new" hit points in True20. Since the number you have are level based, higher-level characters will have more to spend during those long and dangerous combats. Ergo, higher level characters have a higher survivability factor by virtue of their Conviction. This also demonstrates the utility of the warrior core ability. Once you get a few Hurt conditions and your Toughness saves get harder and harder to make, one Conviction point can wipe them all out and start you over again fresh. This is quite an edge in combat against experts, adepts, and warriors that are lower in level than you can therefore can't do that as often.
DnDChick said:True, but that's not necessarily a bad thing.