Tony Vargas
Legend
Those changes are even more radical than every change form 0e to 4e, happening all at once.The dice pool mechanic ...
Armor would be solely damage reduction
Hit points would be used as injury thresholds,
Those changes are even more radical than every change form 0e to 4e, happening all at once.The dice pool mechanic ...
Armor would be solely damage reduction
Hit points would be used as injury thresholds,
What they ought to be doing is developing 32-page adventures that are generic, setting-wise, but with a sidebar identifying where to locate in Greyhawk, FR, and Mystara. Do one every 4-6 months.
Not as independent stand alone modules like in 1e or BECMI...They do this already, just as chapters in larger books. Which are selling like hotcakes.
Not as independent stand alone modules like in 1e or BECMI...
And they are getting better at it
Those changes are even more radical than every change form 0e to 4e, happening all at once.
The dice pool mechanic I'd advocate is roll a number of d20s based upon your skill ranks (and combat would be skill-based too). Roll under compared to your target number (skill value with conditional modifiers). The amount you succeed is a margin of success (and vice versa for failure). Additional successes add to your margin of success.
Armor would be solely damage reduction rather than the insipid "makes you harder to hit" in D&D.
Hit points would be used as injury thresholds, so you don't remain 100% effective down to 0 hp (with the added benefit of the player naturally knowing when it is time to run away rather than stubbornly staying until you have a TPK).
I like this type of mechanic because everything can be precalculated on your character sheet.