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<blockquote data-quote="Sonofapreacherman" data-source="post: 248438" data-attributes="member: 2315"><p>Upper_Krust.</p><p></p><p>Okay, I've read the whole thread now (all 5 pages) and I really think that your ideas have merit. I commend your stalwart devotion to pursuing a *universally scalable* rule system that uses logic as the initial foundation and then "stylizes" those rules for simplicity. I love the "universal" aspects of third edition Dungeons and Dragons, and I can't stand it when that system breaks down to accommodate nostalgia. Either commit or don't. Third edition has already committed so much at this point that it would be foolhardy not to embrace "universality" wholeheartedly. Damn the sacred cows. Full speed ahead!</p><p></p><p>-----</p><p></p><p>Okay. Armor as damage reduction instead of armor rating. Correct me if I'm wrong, but you seem to be saying... convert the AR ratings into DR ratings for *slashing* weapons. Multiply those AR ratings by 2 for *blunt* weapons, and divide those AR ratings by 2 for *piercing* weapons.</p><p></p><p>The first foreseeable problem I see with this system is that everybody, with even a "little" power gamer inside of them, will resort to using piercing weapons from now on.</p><p></p><p>That's not a feasible solution to my way of thinking.</p><p></p><p>-----</p><p></p><p>Your second idea also has merit. Making hit points more static, and (presumably) incorporating dodge and parry rules.</p><p></p><p>Basing those hit points on weight is fine, but I know for a fact that everybody has an *image* of their character that may not fall in line with their randomly rolled weight. As much as weight makes sense to my brain, there must by another way to minimize the impact of weight on hit points so that characters can "appear" however they want.</p><p></p><p>-----</p><p></p><p>That said, I use to play a game called Villains and Vigilantes *ages* ago that not only used weight to determine hit points, but also (in decreasing importance) Endurance, Strength, Agility, and Intelligence. In that game, Carrying Capacity was a function of personal weight, Strength and Endurance. And your total Carrying Capacity determined how much additional damage you inflicted (as a rollable dice) during melee combat. As well, Agility determined your bonus to hit for *everything*, and both Agility and Intelligence gave you a small bonus to damage.</p><p></p><p>There were other aspect of Villains and Vigilantes that would not be appropriate for Dungeons and Dragons (being a super-hero genre) but the core mechanic incorporated many of the logical themes I think you would like to see implemented in the *background* of Dungeons and Dragons rules.</p><p></p><p>In fact, it makes me now wonder if you have been using Villains and Vigilantes as a model since the very beginning of your posted ideas...</p><p></p><p>Am I wrong? The similarities are striking.</p></blockquote><p></p>
[QUOTE="Sonofapreacherman, post: 248438, member: 2315"] Upper_Krust. Okay, I've read the whole thread now (all 5 pages) and I really think that your ideas have merit. I commend your stalwart devotion to pursuing a *universally scalable* rule system that uses logic as the initial foundation and then "stylizes" those rules for simplicity. I love the "universal" aspects of third edition Dungeons and Dragons, and I can't stand it when that system breaks down to accommodate nostalgia. Either commit or don't. Third edition has already committed so much at this point that it would be foolhardy not to embrace "universality" wholeheartedly. Damn the sacred cows. Full speed ahead! ----- Okay. Armor as damage reduction instead of armor rating. Correct me if I'm wrong, but you seem to be saying... convert the AR ratings into DR ratings for *slashing* weapons. Multiply those AR ratings by 2 for *blunt* weapons, and divide those AR ratings by 2 for *piercing* weapons. The first foreseeable problem I see with this system is that everybody, with even a "little" power gamer inside of them, will resort to using piercing weapons from now on. That's not a feasible solution to my way of thinking. ----- Your second idea also has merit. Making hit points more static, and (presumably) incorporating dodge and parry rules. Basing those hit points on weight is fine, but I know for a fact that everybody has an *image* of their character that may not fall in line with their randomly rolled weight. As much as weight makes sense to my brain, there must by another way to minimize the impact of weight on hit points so that characters can "appear" however they want. ----- That said, I use to play a game called Villains and Vigilantes *ages* ago that not only used weight to determine hit points, but also (in decreasing importance) Endurance, Strength, Agility, and Intelligence. In that game, Carrying Capacity was a function of personal weight, Strength and Endurance. And your total Carrying Capacity determined how much additional damage you inflicted (as a rollable dice) during melee combat. As well, Agility determined your bonus to hit for *everything*, and both Agility and Intelligence gave you a small bonus to damage. There were other aspect of Villains and Vigilantes that would not be appropriate for Dungeons and Dragons (being a super-hero genre) but the core mechanic incorporated many of the logical themes I think you would like to see implemented in the *background* of Dungeons and Dragons rules. In fact, it makes me now wonder if you have been using Villains and Vigilantes as a model since the very beginning of your posted ideas... Am I wrong? The similarities are striking. [/QUOTE]
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