Okay, I've had all day to think about this.
Hit Points: Weight / 25 (rounded up) = Base Weight Modifier.
I.E. 180 lbs. / 25 = 8.
Base Weight Modifier x Constitution bonus = Hit Points.
I.E. If your Constitution is 16 then... 8 x 3 = 24.
Strength bonus equals damage reduction.
I.E. If your Strength is 18 then... Damage reduction of 4.
Weight x 1/10 of Strength = Carrying Capacity.
I.E. 180 x 1.8 = 324. (Divided by three and round down for individual loads).
Carrying Capacity determines additional damage as a rollable die. See my posted chart (above)
+1 Hit Point per level for wizard types.
+2 Hit Points per level for cleric/rogue types.
+3 Hit Points per level for fighter types.
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Armor ratings no longer add to Armor Class.
Armor ratings become damage reduction.
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Parrying.
You can parry the same number of times per round that your character can attack.
An opposed attack roll against your opponent determines if you successfully parry their attack.
You CANNOT parry ranged attacks.
You CANNOT exchange a parry roll for an attack roll (or vice versa) without a special feat that permits as much.
You CANNOT parry a creature that is 2 or more sizes larger or 2 or more sizes smaller than your character. When you parry a creature that is 1 size larger, you do so with a -4 modifier. When you parry a creature that is 1 size smaller, you do so with a +4 modifier.
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Dodging.
You can dodge the same number of times per round that your character can attack, but your give up one attack for each dodge.
An opposed attack roll against your opponent determines if you successfully dodge their attack. The character may also add any Dodge bonuses they have (obvious point, but needs stating).
You can dodge melee and ranged attacks.
You can make a regular move as a part of a dodge action.
You can dodge creatures of any size. You get a +4 modifier to the dodge roll for every size category that your character is smaller than your attacker. You get a -4 modifier to the dodge roll for every size category that your character is larger than your attacker.
You gain a +4 bonus to dodge for every range increment that a weapon exceeds their shortest distance. For example, you gain no dodge bonus against a longbow being shot at a distance of up to 100 feet, but for every additional 100 feet after that, you gain a +4 dodge bonus.
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Upper_Krust said:
I still think that mass is the simplest factor to use.
It would be easy to rig a random weight table for characters by race.
It would be easy. Heck the Player's Handbook already has random Weight charts. But forcing players to randomly roll weight doesn't allow characters to "choose" what they look like, creating their own self-image. Minimizing the importance of Weight as I have done (Weight / 25) and incorporating other multiplying factors (Constitution bonus) allows characters to create their own self-image again, without randomness.
Upper_Krust said:
I'm not sure about this. A halfling would gain much more benefit than a Hill Giant.
No worries mate! A Hill Giant has the prerequisites to take the feat Giant's Toughness! +9 to Hit Points. They would never waste their time with the regular Toughness feat.
Upper_Krust[/i]
[B]Perhaps as an option but I see no reason to unduly complicate things.[/B][/QUOTE]
HA! A bit too late for that my friend. You already jumped off the cliff of complicated things before I arrived said:
I would have just used Strength x10lb = Heavy Load.
Not enough carrying capacity for characters. They hail a lot of stuff. You still have to create 3 loads of weight.
Weight x 1/10 of Strength is actually fairly accurate according to my exhaustive calculations (thus far).