Isawa Sideshow
First Post
Upper_Krust said:I have four pet hates with regards D&D mechanics:
1) Hit Points
Hit Points are certainly not perfect, personally I prefer the wound system from the original Star Wars RPG (not sure if they still use that).
For one, Hit Points don't really take into account the effect of injuries.
I've got an alternate VP/WP system posted in the House Rules forum. Uses fixed VP/WP that don't increase with level. Once you take WP damage, you become Fatigued, so your Str and Dex bonuses drop by one.
Beyond that level, though, I don't like degrading performance for the wounded. Once you get wounded, your capability to perform drops, which means you're more likely to get wounded, and your performance drops again, and so on and so forth. While it may be more realistic, it doesn't allow much room for near-death heroics.
Of course, I'm the one suggesting a highly-deadly damage system, so go figure.
2) Armour
Armour should reduce damage not increase the difficulty to hit.
Monte Cook already mentioned (during one of the recent chat nights) he wanted to do this. D20 Modern and others are going in that direction.
Sometimes yes, sometimes no. Modern armor - riot gear, kevlar, etc. - is made to absorb damage. Chainmail was made to absorb damage. Japanese armor, on the other hand, was made to deflect blows. When you're dealing with swords that can cut through multiple bodies in one swing, wicker and leather aren't going to absorb much. Your best bet is to deflect the blow so that it skips off your armor instead of cleaving through it.
Of course, then things get messy game-wise. Armor would have to have a deflection rating and an absorption rating, and that's just an extra bit of un-needed complexity.
3) Strength
Strength is idiotic in D&D - specifically the relationship between damage and lifting capacity. Something that could effectively lift planet Earth only has 412 strength - dealing +206 damage.
Ignoring the fact that d20 doesn't scale well to DCs beyond 50 anyway

4) Skill
The worst feature of D&D is whereby Hit Dice equals Skill (as in Basic Attack Bonus). Larger more powerful creatures have slower reflexes.
If anything Skill/BAB should parallel Dexterity; and as you increase Strength you should reduce Dexterity.
Take the Lord of the Rings movie. Remember the fight with the Giant Troll. The beast was clumsy but could soak up tremendous amounts of damage. Any humanoid hit by its attacks was pretty much guaranteed to die. The Hill Giant in the MM is probably the best parallel.
Anyone fighting a Hill Giant should rarely get hit (Its attacks are clumsy and slow); but when they do it should be pretty much game over![/B]
Again, I have to disagree. A few things wrong with your theory:
1) While Hit Dice may mean increased hitting ability, it does not necessarily mean increased size. Anything that advances by class levels gains more HD, but the vast majority don't get bigger as they advance.
2) Size and reflexes are not necessarily inversely relational. Large predators, such as some of the big cats or ocean-going carnivores, are larger (and in most cases, stronger) than humans but still have very fast reflexes.
3) Lumbering creatures don't need precision to hurt you. If a Hill Giant is meant to be clumsy, it should have a low Dexterity. That doesn't mean it can't hit you, though. It's not going to be using precision strikes; it's going to be swinging a club in large arcs with a high velocity. That club is moving fast, covering a large area, and is going to hurt badly if you're in its path. At that point, it's your Dexterity, not the giant's, that's going to determine if you get hit or not.