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*Pathfinder & Starfinder
Alternative HP systems and other altered d20 mechanics
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<blockquote data-quote="Isawa Sideshow" data-source="post: 235568" data-attributes="member: 1107"><p>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.</p><p></p><p>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.</p><p></p><p>Of course, I'm the one suggesting a highly-deadly damage system, so go figure.</p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>Ignoring the fact that d20 doesn't scale well to DCs beyond 50 anyway <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />, no one is likely to ever see a character with a 412 strength or a +206 bonus. That's just plain silly. However, strength aiding damage is a simple abstraction. It's easy to understand - stronger people hit harder. Is it necessarily realistic? Not always - again, Japanese swordplay mainly uses the wrists to generate power, not massive upper body strength. However, there's no "Wrist Strength" stat, so Strength does nicely.</p><p></p><p></p><p></p><p>Again, I have to disagree. A few things wrong with your theory:</p><p></p><p>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.</p><p>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. </p><p>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.</p></blockquote><p></p>
[QUOTE="Isawa Sideshow, post: 235568, member: 1107"] 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. 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. Ignoring the fact that d20 doesn't scale well to DCs beyond 50 anyway :), no one is likely to ever see a character with a 412 strength or a +206 bonus. That's just plain silly. However, strength aiding damage is a simple abstraction. It's easy to understand - stronger people hit harder. Is it necessarily realistic? Not always - again, Japanese swordplay mainly uses the wrists to generate power, not massive upper body strength. However, there's no "Wrist Strength" stat, so Strength does nicely. 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. [/QUOTE]
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