steeldragons
Steeliest of the dragons
Reported
I'm sorry, if I bust a baseball bat or a big log over your head, you could very easily die. Broken ribs puncture the lung, etc. Damage types is just complicating things. Damage type only matters if you are going to do things like X weapon type doesn't deal full damage to Y monster or you want to say things like edged weapons aren't as good against Plate armor as Piercing weapons, etc. I thought we were moving away from complication tho.
Welcome to 4E![]()
If damage will happen a lot, people need a lot more health. Add their Strength to their starting hit points. There will need to be some pretty significant healing in the game too unless you are aiming for a very gritty game where people die a lot. It seems reasonable that the guy who is wearing that much armor is only hit 1/4 of the time, but I think you could make this simpler by making class starting ACs either +4 or +2.
Agreed. Double damage should only apply to the base damage, so before they add in their various bonuses. So if a dagger does 1d4, a crit from the dagger would deal 2d4 plus whatever not (1d4+a bunch)x2. I'm assuming you were already planning for it to work this way as that is how the game has worked for awhile now, but just clarifying![]()
That 2nd line is proof you didn't play 3E heh. They sure as heck tried to have a rule for everything, altho they did stop short of some of the excess of Rolemaster heh.
I kind of tried to arrive at such numbers in the longish post I made before, but accidentally made attack bonuses four smaller than I meant to.
First off, I have really enjoyed this thread...
However I think I misread the OP and was tracking on something completely different. .. so you can ignore the rest of this post explaining my misunderstanding if you want. {neatly sblocked for your ease of ignoring}
I was thinking along the lines of a completely re-imagined game system that would be generic, allowing for the players to fill in the fluff and expand on the game options as they gained more system mastery. Which, IMHO, is a very needed capability in role playing games.
I think that the current iterations have too much of a learning curve and discourage some play styles.
The ability to sit down with a group of friends and dash together a game session from scratch just doesn't exist anymore.
However, what is being discussed here is a stripped down version of 2e/3e/4e.. taking some of the better options from each.
Regretfully that use of the bones of AD&D comes with alot of baggage.. as represented by the various discussions over odd ability scores, damage types, and increasing defenses/to hit as the characters level {among other things}
This makes me think that the end result will basically be a house ruled version of your favored edition, complete with racial bloat, rules bloat, and steep learning curve.
You already have an example of this in the Cleric class listed today with the Religion check needing to be under your presence score while attacks need to be over the enemies defenses.
So, all that being said, thanks for the thread and the thoughts it has provoked. I am heading back into lurking status.
Interesting. In what way is there "too much learning curve"?
That creates "learning curve"? I don't really see how. If we are working off of a general "d20" mechanic, you really only have the two options-namely, here's the target number you want to roll....you can only roll higher or roll lower than that target number...There is no real way (that makes sense to me) to make everything have to be "roll higher all the time".
Knowledge skills are a specific case in point of this. If the object is to "increase one's knowledge (accumulate skill points)" in a certain area...then rolling over the target number is detrimental/becomes slimmer and slimmer. Doing somethnig like "You start with 10 or 20 points and detract points for the target number so you want a lower number to roll over" doesn't make much sense to me.
SRD said:Skill Checks
[...]
To make a skill check, roll 1d20 and add your character’s skill modifier for that skill. The skill modifier incorporates the character’s ranks in that skill and the ability modifier for that skill’s key ability, plus any other miscellaneous modifiers that may apply, including racial bonuses and armor check penalties. The higher the result, the better. Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success, and a natural roll of 1 is not an automatic failure.
Difficulty Class
Some checks are made against a Difficulty Class (DC). The DC is a number (set using the skill rules as a guideline) that you must score as a result on your skill check in order to succeed.
Table: Difficulty Class Examples
Difficulty (DC) Example (Skill Used)
Very easy (0) Notice something large in plain sight (Spot)
Easy (5) Climb a knotted rope (Climb)
Average (10) Hear an approaching guard (Listen)
Tough (15) Rig a wagon wheel to fall off (Disable Device)
Challenging (20) Swim in stormy water (Swim)
Formidable (25) Open an average lock (Open Lock)
Heroic (30) Leap across a 30-foot chasm (Jump)
Nearly impossible (40) Track a squad of orcs across hard ground after 24 hours of rainfall (Survival)
SRD said:Knowledge (Int; Trained Only)
[...]
Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
[...]
Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).
In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful information about that monster.
For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.
Can't say what [MENTION=20805]Primitive Screwhead[/MENTION] meant, but in my opinion too many different rules is a problem. 10 similar rules are easier to learn than 9 or 8 completely different ones - maybe even easier than 5 different ones.