Upper_Krust
Legend
Hi Isawa mate! 
Hey! Your lucky - my post got eaten a few days back!
But as I mentioned - that is going to free up other areas.
I was refering to the fact that weapon type is poignant - and certain weapons are considered to incorporate multiple types.
ie. A character with a gnome hooked hammer vs. a skeleton.
Remember I said that with non-realistic elements (ie magic) you should determine the mechanic first then the effects. (Vice-versa with realistic effects)
ie. Spells (like fireball) should be balanced by spell level/caster level before you determine things like heat intensity or area.
That sort of thing is better handled with regards material type than armour type.
Trust me its actually not that complicated.
Not at all. I think you could still make modifications; I'm just not convinced you could instigate all the changes I would deem worthwhile; without an entire new edition.
I am.
But with regards the ideas herein this thread I am just basically brainstorming.
I agree. Which is why we are only discussing ideas not a final system.
I have given some thoughts, as have others, and people are commenting on them. Simple as that. I don't believe I ever infered anything else?
I may have commented that I would like to design 4th Edition - but what designer wouldn't!?
BESM? I don't think I am familiar with that abbreviation?
Not necessarily.
If you establish a self-diminishing pattern from the outset then you can keep the figures low. I used exactly the same procedure in my Challenge Ratings article for Asgard #6.
ie.
Lvl-20 = CR20
Lvl-40 = CR30
Lvl-80 = CR40
Lvl-160 = CR50
Lvl-320 = CR60
etc.
However D&D does not use a self-diminishing pattern.
LOL!
I was anticipating this 'switcheroo'.
Depending on the individuals strength - was it another kid who 'clipped' you or an adult?
You would need to suffer a single attack of 37 damage to be killed.
You did say you were knocked down/stunned as well - that sounds more like a major wound?
I think it has aquitted itself very well actually.
The damage behind critical hits may be a factor we could tinker with.
So you are assuming the clumsy antagonist has no strength bonus! You are also assuming a 9 year old has 4 hp! Otherwise in D&D terms you would be dead/dying without stabilisation!
My system, thrown together over the last few days has actually determined the effects much better that D&D! Not surprising though considering its logically based!
Theres no such thing as Cure Light Wounds in the real world. They can stabilise you but you have to heal naturally.

Isawa Sideshow said:Finally! I'm able to respond! Good thing I saved this...
Hey! Your lucky - my post got eaten a few days back!

Isawa Sideshow said:But by making them less abstract, you're adding more combat rules.
But as I mentioned - that is going to free up other areas.
Isawa Sideshow said:I'm sorry... I must have missed the multiple AC bonuses for armor vs. weapon type in my PHB. All the armor I see listed has one AC bonus. Mind pointing out the multiple AC bonuses to me?
I was refering to the fact that weapon type is poignant - and certain weapons are considered to incorporate multiple types.
ie. A character with a gnome hooked hammer vs. a skeleton.
Isawa Sideshow said:But why not? If you're applying different DRs for piercing/slashing/bludgeoning, then it's only logical to have different DRs for different kinds of energy damage.
Remember I said that with non-realistic elements (ie magic) you should determine the mechanic first then the effects. (Vice-versa with realistic effects)
ie. Spells (like fireball) should be balanced by spell level/caster level before you determine things like heat intensity or area.
Isawa Sideshow said:After all, metal armor won't insulate against electricity as well as leather, and leather probably keeps one warm and protects from cold damage.
That sort of thing is better handled with regards material type than armour type.
Isawa Sideshow said:Multiple armor types - leather, chain, etc. - yes. Multiple armor ratings against different kinds of weapons? No. Unless you're counting "touch attack" and "flat-footed" as armor types, which they aren't.
Trust me its actually not that complicated.
Isawa Sideshow said:Funny... Star Wars d20 didn't have any problems with either changing the HP model or replacing armor Defense bonuses with DR. Are you saying this can't be done for D&D3e?
Not at all. I think you could still make modifications; I'm just not convinced you could instigate all the changes I would deem worthwhile; without an entire new edition.
Isawa Sideshow said:And if you're not working on something to contribute to d20, what then is the point?
I am.
But with regards the ideas herein this thread I am just basically brainstorming.
Isawa Sideshow said:Unless you're a 4e designer or playtester, bragging about how much more logical your system will be doesn't mean anything.
I agree. Which is why we are only discussing ideas not a final system.
I have given some thoughts, as have others, and people are commenting on them. Simple as that. I don't believe I ever infered anything else?
I may have commented that I would like to design 4th Edition - but what designer wouldn't!?
Isawa Sideshow said:Take a look at BESM/Tri-Stat some time.
BESM? I don't think I am familiar with that abbreviation?
Isawa Sideshow said:One of the simplest, most abstract systems you could possibly play. Most hand to hand weapons do around 15 damage. Guns do around 30 to 45, roughly. Planet-crushing weapons do around 300 or so. Now, by your logic, it should do in the 300 millions, most likely, but the system moves very smoothly despite this lack of logic.
Or am I just crazy?
Not necessarily.

If you establish a self-diminishing pattern from the outset then you can keep the figures low. I used exactly the same procedure in my Challenge Ratings article for Asgard #6.
ie.
Lvl-20 = CR20
Lvl-40 = CR30
Lvl-80 = CR40
Lvl-160 = CR50
Lvl-320 = CR60
etc.
However D&D does not use a self-diminishing pattern.
Isawa Sideshow said:They make sense to me. I must be broken.
LOL!

Isawa Sideshow said:I was 10 years old at the time and maybe weight 90 pounds at best. That would give me 9 hit points, and I didn't have much strength.
I was anticipating this 'switcheroo'.

Isawa Sideshow said:I wasn't wearing any protective gear, so no DR there. Assuming an minimum roll of 1 per damage die, since I was just clipped, I'd still have taken 20 points of damage, giving me a major wound.
Depending on the individuals strength - was it another kid who 'clipped' you or an adult?
Isawa Sideshow said:Good thing we're not using those hit points for damage directly... I'd be dead!
You would need to suffer a single attack of 37 damage to be killed.
Isawa Sideshow said:However, I'd argue that it wasn't more than a minor wound. A quick trip to the hospital and a few stitches, and I was good as new.
You did say you were knocked down/stunned as well - that sounds more like a major wound?
Isawa Sideshow said:By your "Logical" system, I should have been injured much more seriously than that.
I think it has aquitted itself very well actually.
The damage behind critical hits may be a factor we could tinker with.
Isawa Sideshow said:In a hit point system, though, assuming that I had 4 hit points - being a 1st level commoner and all- a glancing critical hit would have done 2 points of damage - 1 on both damage dice.
So you are assuming the clumsy antagonist has no strength bonus! You are also assuming a 9 year old has 4 hp! Otherwise in D&D terms you would be dead/dying without stabilisation!
My system, thrown together over the last few days has actually determined the effects much better that D&D! Not surprising though considering its logically based!
Isawa Sideshow said:A quick "cure minor wounds" and a few hours of rest, and I'm back to my old self.![]()
Theres no such thing as Cure Light Wounds in the real world. They can stabilise you but you have to heal naturally.