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<blockquote data-quote="Upper_Krust" data-source="post: 239811" data-attributes="member: 326"><p>Hi Isawa! <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>You're not looking at the big picture here.</p><p></p><p>By making the weapon/armour rules logical you will free up immense amounts of space in other areas.</p><p></p><p>Also you won't need to include specific weapon critical figures.</p><p></p><p> </p><p></p><p>You already have to do that. Incidently the Shortsword is rated as a Piercing weapon in the book.</p><p></p><p>I don't see multi-faceted weapons being a problem.</p><p></p><p> </p><p></p><p>No. No. No. No. No.</p><p></p><p> </p><p></p><p>I already explained this:</p><p></p><p>Detailing Physics - determine effect THEN the mechanic.</p><p>Detailing Magic - determine the mechanic THEN the effect. </p><p></p><p></p><p> </p><p>Simplicity itself. You know they have multiple armour types in the book already.</p><p></p><p> </p><p></p><p>No - you're missing my point!</p><p></p><p> </p><p></p><p>Well I have already explained umpteen times they would never need to.</p><p></p><p> </p><p></p><p>No you're not.</p><p></p><p>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.</p><p></p><p>Hit points are far too interwoven into the current rules to be reworked.</p><p></p><p>Secondly - using a logical system is only going to reduce complexity. Suggesting anything else is lunacy.</p><p></p><p> </p><p></p><p>All of which are:</p><p></p><p>1) Logical</p><p>2) Quick</p><p>3) Simple</p><p>4) Scale infinitely</p><p>5) Can be applied to ANY type of game</p><p>6) Subsequently free up time for designers when they want to detail similar aspects of the game</p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>Are you seriously asking 'will rules based on logic make sense'!? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /></p><p></p><p> </p><p></p><p>Since hit points don't actually make sense (as is) you must mean you have no problem understanding the mechanic.</p><p></p><p></p><p></p><p>Read Ryan Danceys thread.</p><p></p><p> </p><p></p><p>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.</p><p></p><p> </p><p></p><p>Ouch! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p></p><p></p><p>Under my auspices I would say 1d12 & Strength bonus x2</p><p>(I would double Str bonus for 2-H weapon). Critical Hit x4 Damage. </p><p></p><p>eg. If the wielder had Str 14 then you suffered 4d12+16</p><p></p><p>Remember your hit points are 1/10th your weight in lbs.</p><p>eg. 180 lb man has 18 hit points. </p><p></p><p>Also remember your strength (bonus) reduces the damage.</p><p></p><p>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</p><p></p><p>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.</p><p></p><p></p><p></p><p>1d12+4 then -4 for leather jacket.</p><p></p><p></p><p></p><p>Unless the enemy was to specifically call a head shot (with to hit penalties) I would just assume that was a critical hit.</p><p></p><p> </p><p></p><p>No.</p><p></p><p></p><p></p><p>Don't be silly! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 239811, member: 326"] 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'!? :rolleyes: 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! :p [/QUOTE]
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