True20 and Hit Points

damiller

Adventurer
Or if you still wanted to roll the Toughness Save

You could make an additional roll once damage is determined (ie number of hit points of damage taken) and then make a Toughness Save = 10 + damage taken.

Then consult the True 20 chart to see the condition you currently have.

Seems more complex to me, but it would allow for HP and the Toughness save.

Of course it could also allow for some fun things to happen, such as knocking out a hero with enough hitpoints because she failed her toughness save so badly.

that could be fun! ;)

d :D
 

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Knightfall

World of Kulan DM
damiller said:
Or if you still wanted to roll the Toughness Save

You could make an additional roll once damage is determined (ie number of hit points of damage taken) and then make a Toughness Save = 10 + damage taken.

Then consult the True 20 chart to see the condition you currently have.

Seems more complex to me, but it would allow for HP and the Toughness save.

Of course it could also allow for some fun things to happen, such as knocking out a hero with enough hitpoints because she failed her toughness save so badly.

that could be fun! ;)

d :D
Okay, now that I really like. It's sort of the best of both worlds. I'd likely stick with a lower amount of hit points thna you use, but that's just me. ;)
 

Knightfall

World of Kulan DM
Like this...

Beginning Hit Points
Adept 3 + Con; 1 per level
Expert 6 + Con; 2 per level
Warrior 9 + Con; 3 per level

Damage would be done damiller's way...

damiller said:
Damage is figured on the difference rolled between the attack and the defense plus weapon damage.

ie

Bob the Warrior attacks Tom the Wizard. Bob rolls a total of 17. Tom has a 14 Defense. Bob is using a Sword (+2), and has a Str (+1), he does a total of 3+2+1= 6 hp of damage.

Double this for criticals.
Plus, I'd use the Toughness roll after the damage has been determined...

damiller said:
You could make an additional roll once damage is determined (ie number of hit points of damage taken) and then make a Toughness Save = 10 + damage taken.

Then consult the True20 chart to see the condition you currently have.
This has a lot of potential, IMO.
 

Knightfall

World of Kulan DM
However, I'd still want character's to become "staggered" or "wounded" when half of the character's hit points are gone. So, if a character is damaged enough to become "staggered", due to dropping below half his/her hit points, and then he / she fails his / her Toughness save, ouch!!!

I'll also be keeping my idea on dying and the Dying Threshold.
 
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Treebore

First Post
I would try the damage save mechanic for awhile first. I didn't think I would like it in M&M either, but I do now, and am confident I would like it in True 20 as well.

How long did it take me to become fine with the save damage mechanic? During the 3rd 3 hour game session of M&M. I then "got" how it reflected damage, and I think I am actually starting to like it better than HP's.

Its just a different way of thinking, and it takes a while to warm up to different ways of thinking.
 

Knightfall

World of Kulan DM
Well, I can't really make that decision yet. I need to read more of the book. However, I want a hit point option for True20, plain and simple. I'm a tinkerer by default and the book is definitely designed to be tinkered with, IMO. :cool:
 

damiller

Adventurer
Knightfall1972 said:
Like this...

Beginning Hit Points
Adept 3 + Con; 1 per level
Expert 6 + Con; 2 per level
Warrior 9 + Con; 3 per level

The reason I set mine so high, was because when I played I had both the defender and the attacker roll. And this made the possibility of large amounts of damage a real threat.

I left that part out, and went with my "first draft" of the idea by accident. I had my "first draft" attack mechanic (static defense, dynamic attack) but my "second draft" hit point totals (dynamic attack/defense).

I preferred having both sides roll and add the appropriate modifiers, but it could have potentially deadly results. Hence a larger pool of hit points.

With a static defense the likelihood of 20+ points of damage in one attack is low.

d :D

ps. I would like to add that this is the only way in which I will play True20. I originally liked the toughness save mechanic, but for my money nothing can beat good old hit points as a simple way to track when you are out of a fight.
 

ValhallaGH

Explorer
However, I want a hit point option for True20, plain and simple. I'm a tinkerer by default and the book is definitely designed to be tinkered with, IMO. :cool:
The best hit point variant I've seen for True20 is this one on the True20 boards. Interesting stuff.

Each character has hp equal to (Con + 5) x 4. Each Tough feat adds 4 hp.
Your character gains damage reduction equal to the Toughness bonus from Armor and Defensive Roll (the Defensive Roll bonus goes away under the normal conditions).
Weapons do dice of damage, up to 1d12 (all higher damage is additive). Critical hits deal maximum die damage and add a flat number to the damage (usually +3, but sometimes more for especially nasty weapons).

Of the many hp variants for True20 that I've seen, this is probably the best. I'd be more likely to use one of the Static Toughness variants, or Baduin's Toughness System instead, but if I had to use hp I'd probably use the "Dirty 20" method.
 

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