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Alternative HP systems and other altered d20 mechanics
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<blockquote data-quote="Lily Inverse" data-source="post: 248765" data-attributes="member: 4594"><p>This is more or less what I've been trying to get UK to admit.</p><p></p><p>The system types I've seen detailed are as follows</p><p></p><p>Logical: Has a basis in fact that follows through to reasonable conclusions.</p><p></p><p>Realistic: Details are planned out meticulously so that at the end of every hit the DM has little work to do in determining exactly how the hit was landed, what it looks like, how it feels, which vital organs were removed, and all the other gory details of combat.</p><p></p><p>Not only do <em>realistic</em> systems tend to be much harder to use, at a certain point they become utterly tasteless exercises in carnage. Moreover, the two words are NOT interchangable, as I've seen homebrews with high realism levels that have no logic to them whatsoever. The system involved two random dice rolls, one percentile and one based on the weapons, for every successful hit. The second die conformed to a chart based on the first, which was a location determining roll.</p><p></p><p>The problem: Being stuck with a dagger simply could not be fatal on the first blow. On the other hand, a greatsword would produce a full minute's worth of bloody details from this man's mouth.</p><p></p><p>I was glad it was only a one-shot game at a convention, let me tell you that.</p></blockquote><p></p>
[QUOTE="Lily Inverse, post: 248765, member: 4594"] This is more or less what I've been trying to get UK to admit. The system types I've seen detailed are as follows Logical: Has a basis in fact that follows through to reasonable conclusions. Realistic: Details are planned out meticulously so that at the end of every hit the DM has little work to do in determining exactly how the hit was landed, what it looks like, how it feels, which vital organs were removed, and all the other gory details of combat. Not only do [i]realistic[/i] systems tend to be much harder to use, at a certain point they become utterly tasteless exercises in carnage. Moreover, the two words are NOT interchangable, as I've seen homebrews with high realism levels that have no logic to them whatsoever. The system involved two random dice rolls, one percentile and one based on the weapons, for every successful hit. The second die conformed to a chart based on the first, which was a location determining roll. The problem: Being stuck with a dagger simply could not be fatal on the first blow. On the other hand, a greatsword would produce a full minute's worth of bloody details from this man's mouth. I was glad it was only a one-shot game at a convention, let me tell you that. [/QUOTE]
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