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*Pathfinder & Starfinder
Alternative HP systems and other altered d20 mechanics
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<blockquote data-quote="Upper_Krust" data-source="post: 248575" data-attributes="member: 326"><p>Hello there! <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>Thanks, just thinking out loud really...</p><p></p><p> </p><p></p><p>Absolutely, I am surprised no one has ever really tackled it like that - it would sort out so many problems. I mean how many rules queries does 'The Sage' get every week and how many could be avoided with a logical system...</p><p></p><p> </p><p></p><p>I agree. However, I see why 3rd Ed. drew the line (with regards changes) at a certain point. Too many sudden changes may have alienated the nostalgic masses. Though I think any future editions could go that little bit further and make the necessary changes.</p><p></p><p></p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>I think the main problem to changing the current armor rules is balance; technically you are probably going to have to change weapons somewhat as well (so it may not be a worthwhile endeavour within the current system?).</p><p></p><p>Obviously crushing and subsequently slashing weapons have their individual advantages (otherwise they would have never 'evolved').</p><p></p><p>Piercing weapons should naturally penetrate armour better and deliver more damage (multiplier) on a critical hit. However, they should likely do less damage; be less accurate (likely to hit) and (as a result) score fewer critical hits (lower crit range).</p><p></p><p>Club 1d6 x2</p><p>Hand Axe 1d6 x3</p><p>Shortsword 1d6 19/20 x2</p><p></p><p>You could suggest something like:</p><p></p><p>Club 1d12 17/20 x2</p><p>Hand Axe 1d8 19/20 x3 (1/2 AV)</p><p>Shortsword 1d6 20 x4 (1/4 AV)</p><p></p><p></p><p></p><p>Yes. Dodge and parry would become much more pronounced.</p><p></p><p>I have been considering Base 20 (or maybe even 30, see below) to hit; then add BAB/Skill (parry) and Dex (dodge)...?</p><p></p><p></p><p></p><p>Actually I think I have a way to allow people to chose their weight/hp...?</p><p></p><p>Firstly we base (initial) Strength on hit points (Str = 2/3 hp, round down)</p><p></p><p>eg. </p><p>180lb man (18hp) starts with Str 12 </p><p>40lb halfling (4hp) starts with Str 3</p><p>1200lb hill giant (120hp) starts with Str 80</p><p></p><p>Secondly we treat (initial) Dexterity as a negative (representative of the speed of hand-eye (etc.) co-ordination).</p><p></p><p>eg. </p><p>180lb man (18hp) starts with Dex -12</p><p>40lb halfling (4hp) starts with Dex -3</p><p>1200lb hill giant (120hp) starts with Dex -80</p><p></p><p>So characters can chose to play the 300lb Conan type with Str 20; but their initial Dex will suffer as a result.</p><p></p><p>Another point is the size modifiers for attacks. They should be representative of the increased/decreased area to hit. I suggest:</p><p></p><p>+1 Size Category +4/-4</p><p>+2 SC +16/-16</p><p>+3 SC +64/-64</p><p>+4 SC +256/-256</p><p></p><p>The reason this still works is that a '20' is still a hit regardless of modifiers.</p><p></p><p>So the Hill Giant would likely only hit the halfling on a natural '20' but is assured a one hit kill if they do. That in itself could make such dice rolls more exciting!</p><p></p><p> </p><p></p><p>By adding so many factors you are inexorably moving away from simplicity.</p><p></p><p></p><p></p><p>I would agree that Dex/Agility should give you a bonus to hit.</p><p></p><p></p><p></p><p>Sounds like an interesting system.</p><p></p><p></p><p></p><p>Actually I have never heard of that system before you mentioned it, so any similarities are incidental - though no doubt due to logical thought process.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 248575, member: 326"] Hello there! :) Thanks, just thinking out loud really... Absolutely, I am surprised no one has ever really tackled it like that - it would sort out so many problems. I mean how many rules queries does 'The Sage' get every week and how many could be avoided with a logical system... I agree. However, I see why 3rd Ed. drew the line (with regards changes) at a certain point. Too many sudden changes may have alienated the nostalgic masses. Though I think any future editions could go that little bit further and make the necessary changes. :D I think the main problem to changing the current armor rules is balance; technically you are probably going to have to change weapons somewhat as well (so it may not be a worthwhile endeavour within the current system?). Obviously crushing and subsequently slashing weapons have their individual advantages (otherwise they would have never 'evolved'). Piercing weapons should naturally penetrate armour better and deliver more damage (multiplier) on a critical hit. However, they should likely do less damage; be less accurate (likely to hit) and (as a result) score fewer critical hits (lower crit range). Club 1d6 x2 Hand Axe 1d6 x3 Shortsword 1d6 19/20 x2 You could suggest something like: Club 1d12 17/20 x2 Hand Axe 1d8 19/20 x3 (1/2 AV) Shortsword 1d6 20 x4 (1/4 AV) Yes. Dodge and parry would become much more pronounced. I have been considering Base 20 (or maybe even 30, see below) to hit; then add BAB/Skill (parry) and Dex (dodge)...? Actually I think I have a way to allow people to chose their weight/hp...? Firstly we base (initial) Strength on hit points (Str = 2/3 hp, round down) eg. 180lb man (18hp) starts with Str 12 40lb halfling (4hp) starts with Str 3 1200lb hill giant (120hp) starts with Str 80 Secondly we treat (initial) Dexterity as a negative (representative of the speed of hand-eye (etc.) co-ordination). eg. 180lb man (18hp) starts with Dex -12 40lb halfling (4hp) starts with Dex -3 1200lb hill giant (120hp) starts with Dex -80 So characters can chose to play the 300lb Conan type with Str 20; but their initial Dex will suffer as a result. Another point is the size modifiers for attacks. They should be representative of the increased/decreased area to hit. I suggest: +1 Size Category +4/-4 +2 SC +16/-16 +3 SC +64/-64 +4 SC +256/-256 The reason this still works is that a '20' is still a hit regardless of modifiers. So the Hill Giant would likely only hit the halfling on a natural '20' but is assured a one hit kill if they do. That in itself could make such dice rolls more exciting! By adding so many factors you are inexorably moving away from simplicity. I would agree that Dex/Agility should give you a bonus to hit. Sounds like an interesting system. Actually I have never heard of that system before you mentioned it, so any similarities are incidental - though no doubt due to logical thought process. [/QUOTE]
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