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<blockquote data-quote="Bhaal" data-source="post: 610105" data-attributes="member: 8702"><p><strong>Re: Re: Just one question...</strong></p><p></p><p>I find different dice can actually help players distinguish what they're doing. Instead of just rolling the same die over and over and just adding whatever numbers whenever the DM says to, they can go "ok I roll d6's when I'm doing sneak attack damage, got it".Sure it can. It's all just numbers. Aside from character creation/levelling, PCs pretty much only use non-d20's when rolling damage or a spell effect of some sort; not a whole lot will be changed. From your other suggestions I'd urge you to check out the Rolemaster Combat system, if you haven't already: </p><p></p><p>* It's very deadly. Anyone can be killed by anyone else in a single hit, it's just a matter of odds. You also perform worse once you've taken significant damage, and strikes can break bones, cause bleeding, and otherwise impair you.</p><p></p><p>* It differentiates 'avoiding' attacks and 'absorbing' attacks. Basically dex/insight/dodge bonuses are considered "defensive bonuses" and work against the opponent's attack roll to avoid the hit completely. Then there's "Armor Type", which lessens the damage done if you do get hit. There's obviously a tradeoff between the two: high AT armor usually has a Defensive Bonus penalty attached, so guys in fullplate get hit all the time, it's just they usually barely feel it. Then on the other side of the coin if you have a low AT and a high DB, you barely get hit at all, but when you do it hurts A LOT.</p><p></p><p>* The game is purely percentile rolls (actually I think there are some other ones hidden in the sytsem, but due to the high resolution of a d100, it's easy to mimic any other die type).</p><p></p><p>* The skill system complements the combat nicely. Just about everything is a skill, and those skills increase with use. Use a sword a lot and you'll naturally get better at it. Hitpoints are based off a skill too. The more you take damage, the faster the skill goes up and every time you get a new rank you get another hit die.</p><p></p><p>I'll be fair and admit some cons. First off the books are currently out of print (though they're trying to revive it). Finding a copy can be tough (ebay). Secondly there are a lot of rules, you'd be losing the "make it easier for new players" aspect for the "have more realistic/lethal combat" one. But in all honesty, that's sort of a fundamental balance right there. Simple, less realistic combat = easier to understand for the players.</p></blockquote><p></p>
[QUOTE="Bhaal, post: 610105, member: 8702"] [b]Re: Re: Just one question...[/b] I find different dice can actually help players distinguish what they're doing. Instead of just rolling the same die over and over and just adding whatever numbers whenever the DM says to, they can go "ok I roll d6's when I'm doing sneak attack damage, got it".[b][/b]Sure it can. It's all just numbers. [b][/B]Aside from character creation/levelling, PCs pretty much only use non-d20's when rolling damage or a spell effect of some sort; not a whole lot will be changed. From your other suggestions I'd urge you to check out the Rolemaster Combat system, if you haven't already: * It's very deadly. Anyone can be killed by anyone else in a single hit, it's just a matter of odds. You also perform worse once you've taken significant damage, and strikes can break bones, cause bleeding, and otherwise impair you. * It differentiates 'avoiding' attacks and 'absorbing' attacks. Basically dex/insight/dodge bonuses are considered "defensive bonuses" and work against the opponent's attack roll to avoid the hit completely. Then there's "Armor Type", which lessens the damage done if you do get hit. There's obviously a tradeoff between the two: high AT armor usually has a Defensive Bonus penalty attached, so guys in fullplate get hit all the time, it's just they usually barely feel it. Then on the other side of the coin if you have a low AT and a high DB, you barely get hit at all, but when you do it hurts A LOT. * The game is purely percentile rolls (actually I think there are some other ones hidden in the sytsem, but due to the high resolution of a d100, it's easy to mimic any other die type). * The skill system complements the combat nicely. Just about everything is a skill, and those skills increase with use. Use a sword a lot and you'll naturally get better at it. Hitpoints are based off a skill too. The more you take damage, the faster the skill goes up and every time you get a new rank you get another hit die. I'll be fair and admit some cons. First off the books are currently out of print (though they're trying to revive it). Finding a copy can be tough (ebay). Secondly there are a lot of rules, you'd be losing the "make it easier for new players" aspect for the "have more realistic/lethal combat" one. But in all honesty, that's sort of a fundamental balance right there. Simple, less realistic combat = easier to understand for the players. [/QUOTE]
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