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<blockquote data-quote="genshou" data-source="post: 1024342" data-attributes="member: 13164"><p><strong>My own idea</strong></p><p></p><p>Too much has already been said for me to effectively argue the point either way. So, instead, here are my favored house rules:</p><p></p><p>VP/WP system</p><p>Monsters receive all former HP as WP with no VP</p><p>Subdual damage deals regular damage except against WP, in which case it is treated as subdual damage, equaling or exceeding current WP causes staggered or unconscious conditions.</p><p>Sneak attacks deal VP damage first, like normal damage</p><p>Critical multipliers decreased by 1 (greataxe dealse double damage directly to WP, be careful before you allow a normally x4 crit weapon to be used extensively by a PC)</p><p>Critical hits on characters with no VP left deal the weapon's NORMAL multiplier and count as a coup de grace</p><p>Class defense bonus to AC (works as dodge bonus)</p><p>Ring of Protection cost +100%, maximum bonus +2</p><p>Amulet of Natural armor cost +50&, maximum bonus +3</p><p>Armor cannot have enhancement bonus (except natural, like from adamantine), +1 no longer required to have special abilities (special ability limit +10 for awesome resistance armor), Invulnerability works after armor DR (see below) is applied but does stack with creature DR.</p><p>Armor provides damage reduction equal to normal AC bonus, but only against WP damage. Stacks with creature damage reduction. Shields still provide AC bonuses.</p><p>Fortification costs are +1, +2, +4 instead of +1, +3, +5 (more useful than before, but I'm being nice here because of scythes and mercurial greatswords)</p><p>Shield enhancement bonus limited to +3 (special ability + enhancement limit +10)</p><p>Bracers of armor only provide armor bonus to +3 (maximum +8 with special abilities)</p><p>Dodge feat provides +2 dodge bonus instead of +1</p><p>"Attacks" that realistically damage the body no matter what ignore VP (heroes don't EVER survive lava or crushing walls without resistance items or etherealness, but falling characters or falling boulders can have the damage be narrowly avoided at the expense of VP)</p><p>Energy resistance items (such as rings of elemental resistance) cost 25% less. Energy resistance on armor costs +2 instead of +3.</p><p>Vorpal weapons are +4 (YOUR DISCRETION if you use this system, but it's less useful when crits kill more often anyway)</p><p>Keen or impact weapons are +2 (again, your discretion on this one, but crits are deadlier now)</p><p>Toughness feat provides +3 WP, Quickness feat provides +3 VP (as in Star Wars)</p><p></p><p>As you can see, this is a rather fleshed out system, and has been playtested extensively. It works well, but makes the game more realistic (poor poor dungeon delving PC who sets off the crushing walls) and less D&D-like. My group likes it because we are big-time gamers and not necessarily big-time D&D players. Plus it's nice for 20th-level unarmored samurai characters.</p><p></p><p>If anyone wants to know what classes get what defense bonuses to AC, just e-mail me at Lan@theddk.com and I'll get it to you.</p></blockquote><p></p>
[QUOTE="genshou, post: 1024342, member: 13164"] [b]My own idea[/b] Too much has already been said for me to effectively argue the point either way. So, instead, here are my favored house rules: VP/WP system Monsters receive all former HP as WP with no VP Subdual damage deals regular damage except against WP, in which case it is treated as subdual damage, equaling or exceeding current WP causes staggered or unconscious conditions. Sneak attacks deal VP damage first, like normal damage Critical multipliers decreased by 1 (greataxe dealse double damage directly to WP, be careful before you allow a normally x4 crit weapon to be used extensively by a PC) Critical hits on characters with no VP left deal the weapon's NORMAL multiplier and count as a coup de grace Class defense bonus to AC (works as dodge bonus) Ring of Protection cost +100%, maximum bonus +2 Amulet of Natural armor cost +50&, maximum bonus +3 Armor cannot have enhancement bonus (except natural, like from adamantine), +1 no longer required to have special abilities (special ability limit +10 for awesome resistance armor), Invulnerability works after armor DR (see below) is applied but does stack with creature DR. Armor provides damage reduction equal to normal AC bonus, but only against WP damage. Stacks with creature damage reduction. Shields still provide AC bonuses. Fortification costs are +1, +2, +4 instead of +1, +3, +5 (more useful than before, but I'm being nice here because of scythes and mercurial greatswords) Shield enhancement bonus limited to +3 (special ability + enhancement limit +10) Bracers of armor only provide armor bonus to +3 (maximum +8 with special abilities) Dodge feat provides +2 dodge bonus instead of +1 "Attacks" that realistically damage the body no matter what ignore VP (heroes don't EVER survive lava or crushing walls without resistance items or etherealness, but falling characters or falling boulders can have the damage be narrowly avoided at the expense of VP) Energy resistance items (such as rings of elemental resistance) cost 25% less. Energy resistance on armor costs +2 instead of +3. Vorpal weapons are +4 (YOUR DISCRETION if you use this system, but it's less useful when crits kill more often anyway) Keen or impact weapons are +2 (again, your discretion on this one, but crits are deadlier now) Toughness feat provides +3 WP, Quickness feat provides +3 VP (as in Star Wars) As you can see, this is a rather fleshed out system, and has been playtested extensively. It works well, but makes the game more realistic (poor poor dungeon delving PC who sets off the crushing walls) and less D&D-like. My group likes it because we are big-time gamers and not necessarily big-time D&D players. Plus it's nice for 20th-level unarmored samurai characters. If anyone wants to know what classes get what defense bonuses to AC, just e-mail me at Lan@theddk.com and I'll get it to you. [/QUOTE]
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