Upper_Krust
Legend
Hi Isawa! 
You're not looking at the big picture here.
By making the weapon/armour rules logical you will free up immense amounts of space in other areas.
Also you won't need to include specific weapon critical figures.
You already have to do that. Incidently the Shortsword is rated as a Piercing weapon in the book.
I don't see multi-faceted weapons being a problem.
No. No. No. No. No.
I already explained this:
Detailing Physics - determine effect THEN the mechanic.
Detailing Magic - determine the mechanic THEN the effect.
Simplicity itself. You know they have multiple armour types in the book already.
No - you're missing my point!
Well I have already explained umpteen times they would never need to.
No you're not.
Firstly - I am not talking about adding these rules to D&D 3rd Ed. (which I admit would only confuse people at this stage in its life) I am talking about using these principles in 4th Ed.
Hit points are far too interwoven into the current rules to be reworked.
Secondly - using a logical system is only going to reduce complexity. Suggesting anything else is lunacy.
All of which are:
1) Logical
2) Quick
3) Simple
4) Scale infinitely
5) Can be applied to ANY type of game
6) Subsequently free up time for designers when they want to detail similar aspects of the game
I remember our DM suggesting the same thing to us years ago and I think I gave your exact same response as you. But after using the method for a very short time it became second nature and made much more sense - and because it made sense increased the joy of roleplaying.
You may love Burger King's Whopper and have been eating them for years, but until you try McDonald's Big Mac as well, you won't know which is best.
Are you seriously asking 'will rules based on logic make sense'!?
Since hit points don't actually make sense (as is) you must mean you have no problem understanding the mechanic.
Read Ryan Danceys thread.
No actually the kilojoules delivered by a bat swung at (average) speed would be the benchmark. Then convert that into damage and extrapolate from there.
Ouch!
Under my auspices I would say 1d12 & Strength bonus x2
(I would double Str bonus for 2-H weapon). Critical Hit x4 Damage.
eg. If the wielder had Str 14 then you suffered 4d12+16
Remember your hit points are 1/10th your weight in lbs.
eg. 180 lb man has 18 hit points.
Also remember your strength (bonus) reduces the damage.
Suffering more damage than your hit point total = Minor Wound. More than double hit points = Major Wound. More than treble = Critical Wound. More than quodruple = Death
You mentioned that it just grazed you but split you to the bone and knocked you down which I would imagine puts it somewhere between minor and major wound.
1d12+4 then -4 for leather jacket.
Unless the enemy was to specifically call a head shot (with to hit penalties) I would just assume that was a critical hit.
No.
Don't be silly!

Isawa Sideshow said:But it's no longer very simple. You've just replaced one AC bonus with 3 DR ratings, dependant on how my opponent attacks me.
You're not looking at the big picture here.
By making the weapon/armour rules logical you will free up immense amounts of space in other areas.
Also you won't need to include specific weapon critical figures.
Isawa Sideshow said:As a GM, I'd have to keep track of exactly how each attack is phrased, because "I slash at him with my short sword" now has a different mechanical effect than "I stab at him with my short sword". And if the player just says, "I attack him with my short sword," I'd have to figure out if he meant stabbing or slashing.
You already have to do that. Incidently the Shortsword is rated as a Piercing weapon in the book.
I don't see multi-faceted weapons being a problem.
Isawa Sideshow said:And that doesn't even count other kinds of damage. Would leather have a different DR against fire damage? Cold damage? Electrical damage? Laser damage? Force damage?
No. No. No. No. No.
Isawa Sideshow said:You're either going to have to draw the line somewhere and risk some non-realism, or you're going to have to have every piece of armor have more DRs than anyone should have to keep track of.
I already explained this:
Detailing Physics - determine effect THEN the mechanic.
Detailing Magic - determine the mechanic THEN the effect.
Isawa Sideshow said:We haven't even begun to count deflection bonuses to AC, either, such as the shield and Japanese armor previously mentioned.
Simplicity itself. You know they have multiple armour types in the book already.
Isawa Sideshow said:You're missing my point.
No - you're missing my point!
Isawa Sideshow said:I'm not saying that the players or GMs have to track the actual physics,
Well I have already explained umpteen times they would never need to.
Isawa Sideshow said:but by adding extra complexity to the system to model those physics accurately, you're adding more complexity to the rules that they have to use.
No you're not.
Firstly - I am not talking about adding these rules to D&D 3rd Ed. (which I admit would only confuse people at this stage in its life) I am talking about using these principles in 4th Ed.
Hit points are far too interwoven into the current rules to be reworked.
Secondly - using a logical system is only going to reduce complexity. Suggesting anything else is lunacy.
Isawa Sideshow said:Take the leather armor example above. You've taken one simple abstraction - this armor adds +X to AC - and replaced it with at least 3 other conditional abstractions - it might reduce damage by X, or by X/2, or by X/4, or in some cases it might not reduce damage by X at all.
All of which are:
1) Logical
2) Quick
3) Simple
4) Scale infinitely
5) Can be applied to ANY type of game
6) Subsequently free up time for designers when they want to detail similar aspects of the game
Isawa Sideshow said:That is NOT a simpler system. Straight up replacing AC with DR, that would be simple. Throwing damage-type conditional modifiers in the mix gives players and GMs another entire block of combat stats to juggle.
I remember our DM suggesting the same thing to us years ago and I think I gave your exact same response as you. But after using the method for a very short time it became second nature and made much more sense - and because it made sense increased the joy of roleplaying.
You may love Burger King's Whopper and have been eating them for years, but until you try McDonald's Big Mac as well, you won't know which is best.
Isawa Sideshow said:But at what cost? And will they make sense to use?
Are you seriously asking 'will rules based on logic make sense'!?

Isawa Sideshow said:To you, perhaps. I don't have any problem making sense of hit points.
Since hit points don't actually make sense (as is) you must mean you have no problem understanding the mechanic.
Isawa Sideshow said:They are but one of many systems for tracking character health and well-being, and I don't see anything really wrong with them.
Read Ryan Danceys thread.
Isawa Sideshow said:The damage a baseball bat delivers as your benchmark, eh?
No actually the kilojoules delivered by a bat swung at (average) speed would be the benchmark. Then convert that into damage and extrapolate from there.
Isawa Sideshow said:I've been hit in the head with a baseball bat by accident before... well, clipped in the eyebrow, but it split my skin to the bone and knocked me to the ground.
Ouch!

Isawa Sideshow said:How much damage did I take?![]()
Under my auspices I would say 1d12 & Strength bonus x2
(I would double Str bonus for 2-H weapon). Critical Hit x4 Damage.
eg. If the wielder had Str 14 then you suffered 4d12+16
Remember your hit points are 1/10th your weight in lbs.
eg. 180 lb man has 18 hit points.
Also remember your strength (bonus) reduces the damage.
Suffering more damage than your hit point total = Minor Wound. More than double hit points = Major Wound. More than treble = Critical Wound. More than quodruple = Death
You mentioned that it just grazed you but split you to the bone and knocked you down which I would imagine puts it somewhere between minor and major wound.
Isawa Sideshow said:If I'd been hit in the arm with the same amount of force while wearing a leather jacket, how much damage did I take?
1d12+4 then -4 for leather jacket.
Isawa Sideshow said:If I get hit in the head while wearing my leather jacket, do I get a DR to the damage? Or does my head need a separate DR?
Unless the enemy was to specifically call a head shot (with to hit penalties) I would just assume that was a critical hit.
Isawa Sideshow said:Do you see what I'm getting at?
No.
Isawa Sideshow said:Too much complexity, and you spend more time tracking hit locations and variable DRs than you do playing.
Don't be silly!
