Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Alternative HP systems and other altered d20 mechanics
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Upper_Krust" data-source="post: 238959" data-attributes="member: 326"><p>Hello again Isawa mate! <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=":)" /></p><p></p><p></p><p></p><p>Force of habit I'm afraid! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I like to be thorough.</p><p></p><p></p><p></p><p>I was just using the grenade as an example.</p><p></p><p>If we were to retain the Vancian Magic System of D&D then damage is more important than actual energy. Since we know that fire can vary in temperature.</p><p></p><p>So you would actually be better setting the damage; then determining effects. Rather than vice-versa (as with realistic effects).</p><p></p><p></p><p></p><p>I agree.</p><p></p><p></p><p></p><p>Exactly but I was using the example to highlight that to determine the damage a laser inflicts we need power output.</p><p></p><p></p><p></p><p>This is pretty simple. I'll use examples.</p><p></p><p>Lets say Leather Armour reduces damage by 4. (double current AC improvement)</p><p></p><p>Certain weapons penetrate armour better than others. Piercing weapons penetrate better than Slashing weapons; which in turn penetrate better than Crushing weapons.</p><p></p><p>Lets say Slashing weapons halve armour value and piercing weapons quarter it.</p><p></p><p>Leather Armour vs a Mace would reduce damage by 4.</p><p>Leather Armour vs a Longsword would reduce damage by 2.</p><p>Leather Armour vs a Spear would reduce damage by 1.</p><p></p><p>Obviously various types of armours or materials give different results. But so do the current armour rules.</p><p></p><p> </p><p></p><p>No. If you apply basic principles and common sense its actually more simple.</p><p></p><p> </p><p></p><p>How is the player or DM having to juggle anything!? I told you that all physics would be handled behind the scenes!</p><p></p><p>Players won't have to know how many Kilojoules of energy a baseball bat will deliver. All they need to know is it deals 1d6 damage. How is that different from the current system!?</p><p></p><p>The change is that the designers know their system can scale realistically. So a Hill Giants 'baseball bat' delivers 8d6 damage. </p><p></p><p></p><p></p><p>The difference is that our figures will make sense. </p><p></p><p>The problem with D&D is that they don't make sense! </p><p></p><p></p><p></p><p>But you don't need to. Once you have determined the damage a baseball bat delivers every single element of damage falls into place. Imaginative/Magical injuries are determined through game balance. </p><p></p><p>Detailing Physics - determine effect THEN the mechanic.</p><p>Detailing Magic - determine the mechanic THEN the effect.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 238959, member: 326"] Hello again Isawa mate! :) Force of habit I'm afraid! ;) I like to be thorough. I was just using the grenade as an example. If we were to retain the Vancian Magic System of D&D then damage is more important than actual energy. Since we know that fire can vary in temperature. So you would actually be better setting the damage; then determining effects. Rather than vice-versa (as with realistic effects). I agree. Exactly but I was using the example to highlight that to determine the damage a laser inflicts we need power output. This is pretty simple. I'll use examples. Lets say Leather Armour reduces damage by 4. (double current AC improvement) Certain weapons penetrate armour better than others. Piercing weapons penetrate better than Slashing weapons; which in turn penetrate better than Crushing weapons. Lets say Slashing weapons halve armour value and piercing weapons quarter it. Leather Armour vs a Mace would reduce damage by 4. Leather Armour vs a Longsword would reduce damage by 2. Leather Armour vs a Spear would reduce damage by 1. Obviously various types of armours or materials give different results. But so do the current armour rules. No. If you apply basic principles and common sense its actually more simple. How is the player or DM having to juggle anything!? I told you that all physics would be handled behind the scenes! Players won't have to know how many Kilojoules of energy a baseball bat will deliver. All they need to know is it deals 1d6 damage. How is that different from the current system!? The change is that the designers know their system can scale realistically. So a Hill Giants 'baseball bat' delivers 8d6 damage. The difference is that our figures will make sense. The problem with D&D is that they don't make sense! But you don't need to. Once you have determined the damage a baseball bat delivers every single element of damage falls into place. Imaginative/Magical injuries are determined through game balance. Detailing Physics - determine effect THEN the mechanic. Detailing Magic - determine the mechanic THEN the effect. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Alternative HP systems and other altered d20 mechanics
Top