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General Tabletop Discussion
*Pathfinder & Starfinder
Alternative HP systems and other altered d20 mechanics
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<blockquote data-quote="Toj" data-source="post: 240605" data-attributes="member: 462"><p>Sorry I haven't been adding to this, but I just got back from fishing! (For those interested we caught a lot of large mouth bass and had a blast. My wife even went the extra step of taking everyone's fish of the hook so she could get experience!)</p><p></p><p> </p><p></p><p>This scenario, where 5 people are surrounded by 50 people with bows is kind of ridiculous. Now I could actually see some people surviving with realistic mechanics, but only with lots of ingenuity and of course if the characters themselves have high skill. Otherwise 5 characters WOULD be wasted in this scenario. But there are so many other ways of handling it. For one the DM could rule that the crowd just shot at the stupid ranger (As long as the other part members didn't act). If the whole party did react with hostility, then it's their own fault and they must suffer the consequences. </p><p></p><p></p><p> </p><p></p><p>You know, I actually agree with this. Of course there could be a lot of luck involved and they might survive. Unless the 5 people were epically skilled (is epically a word?) they'd be screwed. But obviously if the party let 50 people surround them, and let those 50 people prepare actions, then the party might be missing a few marbles. Why should their stupidity be rewarded?</p><p></p><p></p><p></p><p> </p><p></p><p>I would have to disagree. We game with realistic mechanics and also play anime. I believe the games are even better because of it. Most anime consists of characters who are super insanely skilled and quick, and hardly ever get hit. This translates better in an RPG when they actually DON'T get hit, instead of giving them lots of HP and somehow saying that those hits really aren't hits.</p><p></p><p>I've already spent a lot of time modifying the rules. I have the dodge and parry rules figured out, as well as how the different styles of fighting work (such as fighting with one weapon, one weapon and a shield, two weapons, unarmed, etc.) </p><p></p><p>My main problem areas are HP and strength. With HP I am not sure how I want to figure them. UK's method of HP based on weight is interesting, but I am not too sure it really works. I really think strength should be a part of HP. With Strength I am unsure how to work damage. I really hate plus's to hit, but I can't really figure out a method of making damage be a dice roll. An example would be having a 12 strength add 1d4 damage instead of the normal +1 damage. </p><p></p><p>Any ideas would be greatly appreciated!</p></blockquote><p></p>
[QUOTE="Toj, post: 240605, member: 462"] Sorry I haven't been adding to this, but I just got back from fishing! (For those interested we caught a lot of large mouth bass and had a blast. My wife even went the extra step of taking everyone's fish of the hook so she could get experience!) This scenario, where 5 people are surrounded by 50 people with bows is kind of ridiculous. Now I could actually see some people surviving with realistic mechanics, but only with lots of ingenuity and of course if the characters themselves have high skill. Otherwise 5 characters WOULD be wasted in this scenario. But there are so many other ways of handling it. For one the DM could rule that the crowd just shot at the stupid ranger (As long as the other part members didn't act). If the whole party did react with hostility, then it's their own fault and they must suffer the consequences. You know, I actually agree with this. Of course there could be a lot of luck involved and they might survive. Unless the 5 people were epically skilled (is epically a word?) they'd be screwed. But obviously if the party let 50 people surround them, and let those 50 people prepare actions, then the party might be missing a few marbles. Why should their stupidity be rewarded? I would have to disagree. We game with realistic mechanics and also play anime. I believe the games are even better because of it. Most anime consists of characters who are super insanely skilled and quick, and hardly ever get hit. This translates better in an RPG when they actually DON'T get hit, instead of giving them lots of HP and somehow saying that those hits really aren't hits. I've already spent a lot of time modifying the rules. I have the dodge and parry rules figured out, as well as how the different styles of fighting work (such as fighting with one weapon, one weapon and a shield, two weapons, unarmed, etc.) My main problem areas are HP and strength. With HP I am not sure how I want to figure them. UK's method of HP based on weight is interesting, but I am not too sure it really works. I really think strength should be a part of HP. With Strength I am unsure how to work damage. I really hate plus's to hit, but I can't really figure out a method of making damage be a dice roll. An example would be having a 12 strength add 1d4 damage instead of the normal +1 damage. Any ideas would be greatly appreciated! [/QUOTE]
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Alternative HP systems and other altered d20 mechanics
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