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General Tabletop Discussion
D&D Older Editions
(5e + PF2e)/2?
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<blockquote data-quote="aramis erak" data-source="post: 7803666" data-attributes="member: 6779310"><p>5E's simplicity is in the limited math: roll the die, add a static value. </p><p></p><p>Several tactical options are in the DMG...</p><ul> <li data-xf-list-type="ul">Facing</li> <li data-xf-list-type="ul">Flanking</li> <li data-xf-list-type="ul">Speed Factor</li> <li data-xf-list-type="ul">Every turn initiative</li> <li data-xf-list-type="ul">Marking target</li> <li data-xf-list-type="ul">Move through opponents via .... Overrun, Shove Aside, Tumble</li> <li data-xf-list-type="ul">Hitting/damaging cover</li> <li data-xf-list-type="ul">Cleaving through targets</li> <li data-xf-list-type="ul">Lingering injuries</li> <li data-xf-list-type="ul">Massive Damage</li> <li data-xf-list-type="ul">NPC/Monster Morale</li> </ul><p></p><p>Some more simple ones to add in, tho' all at once may be problematic</p><p></p><ul> <li data-xf-list-type="ul">Use more terrain in your tactical maps, and make it worthy as cover and/or concealment.</li> <li data-xf-list-type="ul">grab the AD&D weapon table (the one in the AD&D tools CD adds to attacker's To Hit AC0, so is a bonus to target's ac.</li> <li data-xf-list-type="ul">Use a hit location table. I'd recommend the one from Hero System - it includes damage multipliers and damages scale reasonably well - or from Chaosium's BRP (note the HP by location rules therein)</li> <li data-xf-list-type="ul">Reduce all hit dice one step (making HP matter more) (which reduces THP by 1+(Number ofHD)).<br /> (BX/BECMI used C=d6, F=d8, MU=d4, Th=d4, My=d6; my experience is that players are much more careful when they have fewer HP)</li> <li data-xf-list-type="ul">Make armor a damage reduction instead of to hit TN increase. (Natural AC should also do this; only dex and magic.) This means more hits, but less damage each. Allow narrative ways to work around armor, possibly including hit location.</li> <li data-xf-list-type="ul">Size affects AC: +1 AC per size under medium, -1 per size over medium. This encourages smaller PCs...</li> <li data-xf-list-type="ul">Size affects class HP: -1 hp/level per size under medium, +1 hp/level per size over medium. Minimum HP = level.</li> <li data-xf-list-type="ul">Allow attacks to damage armor or weapons.</li> <li data-xf-list-type="ul">Make each HP of damage also a 1 point penalty to an attribute. Totally nerfs high level HP...</li> </ul><p></p><p>Similar in-between complexity can be had by using Cyclopedia D&D (but it's descending AC) or one of the various psuedoclones or retroclones using ascending AC.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 7803666, member: 6779310"] 5E's simplicity is in the limited math: roll the die, add a static value. Several tactical options are in the DMG... [LIST] [*]Facing [*]Flanking [*]Speed Factor [*]Every turn initiative [*]Marking target [*]Move through opponents via .... Overrun, Shove Aside, Tumble [*]Hitting/damaging cover [*]Cleaving through targets [*]Lingering injuries [*]Massive Damage [*]NPC/Monster Morale [/LIST] Some more simple ones to add in, tho' all at once may be problematic [LIST] [*]Use more terrain in your tactical maps, and make it worthy as cover and/or concealment. [*]grab the AD&D weapon table (the one in the AD&D tools CD adds to attacker's To Hit AC0, so is a bonus to target's ac. [*]Use a hit location table. I'd recommend the one from Hero System - it includes damage multipliers and damages scale reasonably well - or from Chaosium's BRP (note the HP by location rules therein) [*]Reduce all hit dice one step (making HP matter more) (which reduces THP by 1+(Number ofHD)). (BX/BECMI used C=d6, F=d8, MU=d4, Th=d4, My=d6; my experience is that players are much more careful when they have fewer HP) [*]Make armor a damage reduction instead of to hit TN increase. (Natural AC should also do this; only dex and magic.) This means more hits, but less damage each. Allow narrative ways to work around armor, possibly including hit location. [*]Size affects AC: +1 AC per size under medium, -1 per size over medium. This encourages smaller PCs... [*]Size affects class HP: -1 hp/level per size under medium, +1 hp/level per size over medium. Minimum HP = level. [*]Allow attacks to damage armor or weapons. [*]Make each HP of damage also a 1 point penalty to an attribute. Totally nerfs high level HP... [/LIST] Similar in-between complexity can be had by using Cyclopedia D&D (but it's descending AC) or one of the various psuedoclones or retroclones using ascending AC. [/QUOTE]
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