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General Tabletop Discussion
*Pathfinder & Starfinder
Alternative HP systems and other altered d20 mechanics
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<blockquote data-quote="jonrog1" data-source="post: 249661" data-attributes="member: 189"><p>Not wanting to quote the long previous discussions, but a quick comment on the "different damage types vs. armor" style, which leads to a larger comment.</p><p></p><p>Alternity used that system. Actually, they let the weapons stats be single values, then gave multiple values for the armor vs. weapon type. Being one of the few humans who tried the Alternity system, it was a royal pain in the butt. Sure, if you were a total fanboy tracking that stuff was no problem, but the casual players would hink up on us. </p><p></p><p>And that leads us to a third -- and in my mind most desirable style of system -- besides <em>logical</em> and <em>realistic</em>: ELEGANT. Designing a game system, we have to remember that an elegant system, although not entirely logical, makes it easier for a broader base of players to play, something that has to be taken into account when a game is as complex as an RPG.</p><p></p><p>Having HP dependent on CON instead of STR is elegant in that it allows some variation without being confusing. You're not that big, but you're hard to kill -- fantasy and adventure tales are filled with such characters. The separate CON allows us to adjust for fantasy racial tendencies without making hardy races all godlike uber-warriors. And what about my friend who weighs 60 lbs. less than me but can bench press me and my couch? Or my skinny friend, who isn't that strong, but because he ran 5 miles every day (high CON) managed to survive a car wreck the doctors said would have killed anyone else?</p><p></p><p>I think the question here is: if you're really after simplicity, why the heck make the characters track an extra stat like weight, which in no other way holds any significance in gameplay, in order to get their most basic character info? And is a system where you have to toss PC's a +1 ability score per level in order to make a mechanic work really logical <em>or</em> elegant?</p><p></p><p>Trust me, I understand the craving for a system so integrated we no longer have to rule zero anything or consult the sage -- although I tend to find those questions are about magic or poorly worded rules than than badly thought out rules. </p><p></p><p>And I'm with UK on parrying. Enjoy the combat grinding to a halt with the rolls and counter-rolls during every individual combat.</p><p></p><p>It's just my two cents, but in my mind, over-complication for the sake of false logic is what nearly killed the hobby in the 2E days, or as I call them, "The Buzzkill Editions."</p><p></p><p>I suppose what I'm getting at here, and I swear I"m not finding it in the previous five pages -- WHY are you finding this HP sytem tweak necessary in your own game?</p></blockquote><p></p>
[QUOTE="jonrog1, post: 249661, member: 189"] Not wanting to quote the long previous discussions, but a quick comment on the "different damage types vs. armor" style, which leads to a larger comment. Alternity used that system. Actually, they let the weapons stats be single values, then gave multiple values for the armor vs. weapon type. Being one of the few humans who tried the Alternity system, it was a royal pain in the butt. Sure, if you were a total fanboy tracking that stuff was no problem, but the casual players would hink up on us. And that leads us to a third -- and in my mind most desirable style of system -- besides [i]logical[/i] and [i]realistic[/i]: ELEGANT. Designing a game system, we have to remember that an elegant system, although not entirely logical, makes it easier for a broader base of players to play, something that has to be taken into account when a game is as complex as an RPG. Having HP dependent on CON instead of STR is elegant in that it allows some variation without being confusing. You're not that big, but you're hard to kill -- fantasy and adventure tales are filled with such characters. The separate CON allows us to adjust for fantasy racial tendencies without making hardy races all godlike uber-warriors. And what about my friend who weighs 60 lbs. less than me but can bench press me and my couch? Or my skinny friend, who isn't that strong, but because he ran 5 miles every day (high CON) managed to survive a car wreck the doctors said would have killed anyone else? I think the question here is: if you're really after simplicity, why the heck make the characters track an extra stat like weight, which in no other way holds any significance in gameplay, in order to get their most basic character info? And is a system where you have to toss PC's a +1 ability score per level in order to make a mechanic work really logical [i]or[/i] elegant? Trust me, I understand the craving for a system so integrated we no longer have to rule zero anything or consult the sage -- although I tend to find those questions are about magic or poorly worded rules than than badly thought out rules. And I'm with UK on parrying. Enjoy the combat grinding to a halt with the rolls and counter-rolls during every individual combat. It's just my two cents, but in my mind, over-complication for the sake of false logic is what nearly killed the hobby in the 2E days, or as I call them, "The Buzzkill Editions." I suppose what I'm getting at here, and I swear I"m not finding it in the previous five pages -- WHY are you finding this HP sytem tweak necessary in your own game? [/QUOTE]
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