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<blockquote data-quote="kenada" data-source="post: 9206032" data-attributes="member: 70468"><p>I’ve had a few in my homebrew system.</p><p></p><p style="text-align: center">* * *</p><p></p><p>In a thread here on armor as damage reduction, I <a href="https://www.enworld.org/threads/armor-as-damage-reduction.692309/post-8801180" target="_blank">described</a> a system of handling DR as part of your HP. This was based on the observation that mitigation is a form of effective HP. It doesn’t give you actual HP, but it extends your time-to-live by an equivalent amount. If you’ve played a tank in an MMO, then you may have heard of this as a way to compare different forms of mitigation (including just gearing for more raw HP) to find the most effective solution.</p><p></p><p>I implemented armor HP per that post in my homebrew system, and we played with it for a while. It worked out okay in play, but any time the players needed to level up their characters or figure out HP, it was confusing as hell for them. They struggled to make sense of it or keep things straight. The player who invested in specialities to boost his character’s HP didn’t like how it indirectly caused his character to gain more stress due to needing more healing.</p><p></p><p>I ended up dropping it last session. The conversion was hasty, and it was marred a bit by the other change I made (described below), but I think straightforward mitigation is easier for players to understand. I still want to avoid some of the issues with armor as DR though, so I’m going to do a few things differently next session (see section three).</p><p></p><p style="text-align: center">* * *</p><p></p><p>Jon Peterson wrote an <a href="https://playingattheworld.blogspot.com/2017/12/d-in-news-1976-duke-and-evil-balrog.html" target="_blank">article</a> about D&D in the news back in the ’70s. The particular group in the news story plays in a way where players also play the monsters. Instead of the DM in that game controlling the balrog, a player controls the balrog. Because it’s effectively just PvP, the players can play as hard as they want without having a feeling the DM is out to get them. Several sessions ago (recapped <a href="https://www.enworld.org/threads/commentary-thread-for-that-“describe-your-game-in-five-words”-thread.682741/page-28#post-9084104" target="_blank">here</a>), I noticed I didn’t have a way systemically of handling Natalia’s trying to push against Dingo’s misstatement. I thought implementing PvP-style rolls like in that article would solve my problem. I was wrong.</p><p></p><p>We ended up implementing the changes two sessions after that recap, which would be our last session. What I did was have everything used opposed rolls. The conceit was that I should be able to delegate anything I’m playing to another player, so it needs to be fair in that situation, and when I’m playing, I’m just a player. It felt so bad. Trying to “play” the environment for danger checks was weird. It made the flow of combat be clunky. The worst was when the party to tried to flee from a couple of ettins. They would roll to set the difficulty, and a couple of early good rolls just demoralized my players. So that’s out.</p><p></p><p style="text-align: center">* * *</p><p></p><p>Other than that, I really seem to want to do a 2d6-based system. I managed to unify skills, specialities, and proficiencies earlier this year. We ended up using 2d10 for a while, but the work I did to bring those all together under the same basic math worked out. The solution to the previous scheme is going to attempt to do 2d6 again, but I’ve finally conceded and will be applying factors to adjust difficulty instead of trying to force a status difficulty range. I’m not really sure why I’m so set on using 2d6, but I like playing with adding and removing dice.</p><p></p><p>Now that I don’t have armor HP, armor provides mitigation. There are four physical types (plus eight elemental types). Most standard armor has a mix of the four physical (ballistic, bludgeoning, piercing, slashing). When you use an attack action, you make a skill check as indicated (e.g., Melee Attack is <proficiency> + Strength). The difference between your roll and the target number is the margin of success.</p><p></p><p>After the margin is determined but before the damage roll is made, you adjust the margin by the target’s mitigation for your attack. Any remaining positive margin is added to the damage roll. Any negative margin reduces the dice. The goal is if you roll dice for damage, you should be dealing damage. (I haven’t decided yet whether an attack that naturally has a negative margin is a miss or reduces the roll like mitigation.)</p><p></p><p>Examples: Assume the weapon deals 2d6 damage, and your margin is +2.</p><ul> <li data-xf-list-type="ul">If the target’s mitigation is +1, then you would roll 2d6+1.</li> <li data-xf-list-type="ul">If the target’s mitigation is +3, then you would roll 1d6.</li> <li data-xf-list-type="ul">If its mitigation is +4, then you would deal 0d6 damage (roll 2d6 and take the lowest).</li> <li data-xf-list-type="ul">If it’s +5, then deal 1 damage.</li> <li data-xf-list-type="ul">If it’s +6 or better, deal no damage.</li> </ul></blockquote><p></p>
[QUOTE="kenada, post: 9206032, member: 70468"] I’ve had a few in my homebrew system. [CENTER]* * *[/CENTER] In a thread here on armor as damage reduction, I [URL='https://www.enworld.org/threads/armor-as-damage-reduction.692309/post-8801180']described[/URL] a system of handling DR as part of your HP. This was based on the observation that mitigation is a form of effective HP. It doesn’t give you actual HP, but it extends your time-to-live by an equivalent amount. If you’ve played a tank in an MMO, then you may have heard of this as a way to compare different forms of mitigation (including just gearing for more raw HP) to find the most effective solution. I implemented armor HP per that post in my homebrew system, and we played with it for a while. It worked out okay in play, but any time the players needed to level up their characters or figure out HP, it was confusing as hell for them. They struggled to make sense of it or keep things straight. The player who invested in specialities to boost his character’s HP didn’t like how it indirectly caused his character to gain more stress due to needing more healing. I ended up dropping it last session. The conversion was hasty, and it was marred a bit by the other change I made (described below), but I think straightforward mitigation is easier for players to understand. I still want to avoid some of the issues with armor as DR though, so I’m going to do a few things differently next session (see section three). [CENTER]* * *[/CENTER] Jon Peterson wrote an [URL='https://playingattheworld.blogspot.com/2017/12/d-in-news-1976-duke-and-evil-balrog.html']article[/URL] about D&D in the news back in the ’70s. The particular group in the news story plays in a way where players also play the monsters. Instead of the DM in that game controlling the balrog, a player controls the balrog. Because it’s effectively just PvP, the players can play as hard as they want without having a feeling the DM is out to get them. Several sessions ago (recapped [URL='https://www.enworld.org/threads/commentary-thread-for-that-“describe-your-game-in-five-words”-thread.682741/page-28#post-9084104']here[/URL]), I noticed I didn’t have a way systemically of handling Natalia’s trying to push against Dingo’s misstatement. I thought implementing PvP-style rolls like in that article would solve my problem. I was wrong. We ended up implementing the changes two sessions after that recap, which would be our last session. What I did was have everything used opposed rolls. The conceit was that I should be able to delegate anything I’m playing to another player, so it needs to be fair in that situation, and when I’m playing, I’m just a player. It felt so bad. Trying to “play” the environment for danger checks was weird. It made the flow of combat be clunky. The worst was when the party to tried to flee from a couple of ettins. They would roll to set the difficulty, and a couple of early good rolls just demoralized my players. So that’s out. [CENTER]* * *[/CENTER] Other than that, I really seem to want to do a 2d6-based system. I managed to unify skills, specialities, and proficiencies earlier this year. We ended up using 2d10 for a while, but the work I did to bring those all together under the same basic math worked out. The solution to the previous scheme is going to attempt to do 2d6 again, but I’ve finally conceded and will be applying factors to adjust difficulty instead of trying to force a status difficulty range. I’m not really sure why I’m so set on using 2d6, but I like playing with adding and removing dice. Now that I don’t have armor HP, armor provides mitigation. There are four physical types (plus eight elemental types). Most standard armor has a mix of the four physical (ballistic, bludgeoning, piercing, slashing). When you use an attack action, you make a skill check as indicated (e.g., Melee Attack is <proficiency> + Strength). The difference between your roll and the target number is the margin of success. After the margin is determined but before the damage roll is made, you adjust the margin by the target’s mitigation for your attack. Any remaining positive margin is added to the damage roll. Any negative margin reduces the dice. The goal is if you roll dice for damage, you should be dealing damage. (I haven’t decided yet whether an attack that naturally has a negative margin is a miss or reduces the roll like mitigation.) Examples: Assume the weapon deals 2d6 damage, and your margin is +2. [LIST] [*]If the target’s mitigation is +1, then you would roll 2d6+1. [*]If the target’s mitigation is +3, then you would roll 1d6. [*]If its mitigation is +4, then you would deal 0d6 damage (roll 2d6 and take the lowest). [*]If it’s +5, then deal 1 damage. [*]If it’s +6 or better, deal no damage. [/LIST] [/QUOTE]
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