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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
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="Sonofapreacherman" data-source="post: 248749" data-attributes="member: 2315"><p>Yes. Third edition as a necessary transition to a more logical system.</p><p></p><p></p><p>The immediate snag I foresee with this system (regardless of the equation) is that Dungeons and Dragons will become permeated with cloned characters who all have the same "golden mean" weight for their race. The perfect balance of Strength and Dexterity.</p><p></p><p>To be honest, I still want to roll my attributes (that's a part of the fun for me) but I want those attributes to be accountable within a logical game mechanic. Right away this means diminishing the importance of Weight in the Hit Point equation, but not eliminating it altogether (to allow for more disparity between characters).</p><p></p><p>-----</p><p></p><p>For example:</p><p></p><p>Weight / 25 (rounded up) gives you a multiplier.</p><p></p><p>Let's say I weigh 180 pounds. 180 / 25 (rounded up) = 8. This will be my base Weight multiplier.</p><p></p><p>Let's say I'm playing a ranger with 16 Constitution. That's a +3 multiplier.</p><p></p><p>8 x 3 = 24.</p><p></p><p>24 would be my base Hit Point total.</p><p></p><p>Let's also say that my ranger is quite strong, having an 18 Strength. That's a +4 modifier to my Hit Point total.</p><p></p><p>24 + 4 = 28.</p><p></p><p>Finally my character chooses the Toughness feat, adding 3 more Hit Point to my total.</p><p></p><p>28 + 3 = 31.</p><p></p><p>You get the idea. With such a system, you could even say that all characters with fighter base attack bonuses (+1 to +20) add +3 to their Hit Point total every level...</p><p></p><p>All characters with cleric/rogue base attack bonuses (+1 to +15) add +2 to their Hit Point total every level...</p><p></p><p>And all characters with wizard base attack bonuses (+1 to +10) add +1 to their Hit Point total every level...</p><p></p><p>That way additional levels and experience can still make your character more "hardy" in the physical sense.</p><p></p><p>Yes, there is a moderate amount of calculation involved, but the imposition is minor when you consider how often such a calculation will be made. In the end it will seem like nothing.</p><p></p><p>Keep in mind as well, this system is only meant for a system that used armor damage reduction, dodge, and parry rules. Speaking of which, this can be resolved really easily.</p><p></p><p>-----</p><p></p><p>To parry, you have to roll a value equal to or greater than your opponent's attack roll to successfully parry. Your character can parry the same number of times per round that they can attack. That means two weapon fighting characters can parry at least twice per round. You can also forsake an attack roll to make an additional parry roll, or forsake a parry roll to make an additional attack roll.</p><p></p><p>To dodge (a full round action), your have to roll a value equal to or greater than your opponent's attack roll to successfully dodge. Essentially, dodging works the same as parrying, but is the recourse of characters who are either unarmed or do not have the feat Improved Unarmed Combat to parry armed characters.</p><p></p><p>-----</p><p></p><p>And now for Carrying Capacity. This is how I would change it.</p><p></p><p>Your weight x 1/10 of your Strength.</p><p></p><p>Let's use my ranger example again, who weighs 180 pounds and has a Strength of 18.</p><p></p><p>180 x 1.8 = 324.</p><p></p><p>For the various loads that characters can carry, divide this amount by 3 and round down for light, medium, and heavy increments.</p><p></p><p>That would be... up to 108 for a light load, 109-216 for a medium load, and 217-324 for a heavy load.</p><p></p><p>Again, not a calculation you will have to make all the time, so hardly an imposition.</p><p></p><p>Now to go a step further...</p><p></p><p>We can now base additional melee damage on Carrying Capacity using an exponential system. Your character would inflict an additional die value of damage for each increment.</p><p></p><p>The amount to the left is your Carrying Capacity range. The amount to the left (after the semi-colon) is your additional die value to melee damage (and the average amount in parenthesis).</p><p></p><p>0: -1d12 (-6)</p><p>1: -1d10 (-5)</p><p>2-3: -1d8 (-4)</p><p>4-6: -1d6 (-3)</p><p>7-10 -1d4 (-2)</p><p>11-30: -1d2 (-1)</p><p>31-60: 0</p><p>41-100: +1d2 (+1)</p><p>101-200: +1d4 (+2)</p><p>201-300: +1d6 (+3)</p><p>301-400: +1d8 (+4)</p><p>401-500: +1d10 (+5)</p><p>501-600: +1d12 (+6)</p><p>601-800: +2d8 (+9)</p><p>801-1000: +2d10 (+11)</p><p>1001-1200: +2d12 (+13)</p><p>1201-1600: +4d8 (+18)</p><p>1601-2000: +4d10 (+22)</p><p>2001-2400: +4d12 (+27)</p><p>2401-3200: +8d8 (+36)</p><p>3201-4000: +8d10 (+44)</p><p>4001-4800: +8d12 (+52)</p><p>4801-6400: +16d8 (+72)</p><p>6401-8000: +16d10 (+88)</p><p>8001-9600: +16d12 (+104)</p><p>9601-12800: +32d8 (+144)</p><p>12800-16000: +32d10 (+176)</p><p>16001-19200: +32d12 (+208)...</p><p></p><p>You get the idea. Suffice it say, it scales ad infinitum.</p><p></p><p><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></blockquote><p></p>
[QUOTE="Sonofapreacherman, post: 248749, member: 2315"] Yes. Third edition as a necessary transition to a more logical system. The immediate snag I foresee with this system (regardless of the equation) is that Dungeons and Dragons will become permeated with cloned characters who all have the same "golden mean" weight for their race. The perfect balance of Strength and Dexterity. To be honest, I still want to roll my attributes (that's a part of the fun for me) but I want those attributes to be accountable within a logical game mechanic. Right away this means diminishing the importance of Weight in the Hit Point equation, but not eliminating it altogether (to allow for more disparity between characters). ----- For example: Weight / 25 (rounded up) gives you a multiplier. Let's say I weigh 180 pounds. 180 / 25 (rounded up) = 8. This will be my base Weight multiplier. Let's say I'm playing a ranger with 16 Constitution. That's a +3 multiplier. 8 x 3 = 24. 24 would be my base Hit Point total. Let's also say that my ranger is quite strong, having an 18 Strength. That's a +4 modifier to my Hit Point total. 24 + 4 = 28. Finally my character chooses the Toughness feat, adding 3 more Hit Point to my total. 28 + 3 = 31. You get the idea. With such a system, you could even say that all characters with fighter base attack bonuses (+1 to +20) add +3 to their Hit Point total every level... All characters with cleric/rogue base attack bonuses (+1 to +15) add +2 to their Hit Point total every level... And all characters with wizard base attack bonuses (+1 to +10) add +1 to their Hit Point total every level... That way additional levels and experience can still make your character more "hardy" in the physical sense. Yes, there is a moderate amount of calculation involved, but the imposition is minor when you consider how often such a calculation will be made. In the end it will seem like nothing. Keep in mind as well, this system is only meant for a system that used armor damage reduction, dodge, and parry rules. Speaking of which, this can be resolved really easily. ----- To parry, you have to roll a value equal to or greater than your opponent's attack roll to successfully parry. Your character can parry the same number of times per round that they can attack. That means two weapon fighting characters can parry at least twice per round. You can also forsake an attack roll to make an additional parry roll, or forsake a parry roll to make an additional attack roll. To dodge (a full round action), your have to roll a value equal to or greater than your opponent's attack roll to successfully dodge. Essentially, dodging works the same as parrying, but is the recourse of characters who are either unarmed or do not have the feat Improved Unarmed Combat to parry armed characters. ----- And now for Carrying Capacity. This is how I would change it. Your weight x 1/10 of your Strength. Let's use my ranger example again, who weighs 180 pounds and has a Strength of 18. 180 x 1.8 = 324. For the various loads that characters can carry, divide this amount by 3 and round down for light, medium, and heavy increments. That would be... up to 108 for a light load, 109-216 for a medium load, and 217-324 for a heavy load. Again, not a calculation you will have to make all the time, so hardly an imposition. Now to go a step further... We can now base additional melee damage on Carrying Capacity using an exponential system. Your character would inflict an additional die value of damage for each increment. The amount to the left is your Carrying Capacity range. The amount to the left (after the semi-colon) is your additional die value to melee damage (and the average amount in parenthesis). 0: -1d12 (-6) 1: -1d10 (-5) 2-3: -1d8 (-4) 4-6: -1d6 (-3) 7-10 -1d4 (-2) 11-30: -1d2 (-1) 31-60: 0 41-100: +1d2 (+1) 101-200: +1d4 (+2) 201-300: +1d6 (+3) 301-400: +1d8 (+4) 401-500: +1d10 (+5) 501-600: +1d12 (+6) 601-800: +2d8 (+9) 801-1000: +2d10 (+11) 1001-1200: +2d12 (+13) 1201-1600: +4d8 (+18) 1601-2000: +4d10 (+22) 2001-2400: +4d12 (+27) 2401-3200: +8d8 (+36) 3201-4000: +8d10 (+44) 4001-4800: +8d12 (+52) 4801-6400: +16d8 (+72) 6401-8000: +16d10 (+88) 8001-9600: +16d12 (+104) 9601-12800: +32d8 (+144) 12800-16000: +32d10 (+176) 16001-19200: +32d12 (+208)... You get the idea. Suffice it say, it scales ad infinitum. :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Alternative HP systems and other altered d20 mechanics
Top