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Alternative HP systems and other altered d20 mechanics
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<blockquote data-quote="Sonofapreacherman" data-source="post: 250364" data-attributes="member: 2315"><p>Until your next snag. Let's say I'm a 180 pound human with 18 Strength. I can lift 180 pounds. Now let's say I am 210 pound human with 18 Strength. I can't even lift my own body weight? Not so good. If your are still aiming for logic Upper_Krust, it just flew out the window.</p><p></p><p>I believe the heaviest amount of weight a human being has ever lifted over their head is in the ballpark of 640 to 660 pounds. D&D lets you lift twice your carrying capacity over your head.</p><p></p><p>My 18 Strength 180 pound human could pull that off. 180 x 1.8 (1/10 of their Strength score) = 324 pounds.</p><p></p><p>324 pounds x 2 = 648. Perfect.</p><p></p><p>The moment you base Carrying Capacity on Weight and the Strength score, as I have, logic and stylized simplicity are both satisfied.</p><p></p><p>And then along comes the bonus damage chart based off Carrying Capacity.</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>Mass directly contributes to what you can carry and how much extra damage you can inflict.</p><p></p><p></p><p>Well, you don't really state "why" you think so, but I have. It's called 20 levels of hardy combat experience. That will very easily make a 20th level wizard more resilient than a 1st level barbarian. The fact that their respective Hit Point totals will still be comparable to each other (even with so great a level gap) tells me that this system is logically working the way it was intended.</p><p></p><p></p><p>If you are going to give characters static Hit Points for 20+ levels (with minor adjustments), then unless you give them the ability to parry and dodge as a basic combat mechanic, they will drop like flies. Parrying and dodging would have to be hard cored into any rule system that enforced static Hit Points (in addition to AR becoming DR).</p><p></p><p></p><p>Have you been reading my Carrying Capacity rules?</p><p></p><p></p><p>Too much! You're about 8000 Hit Points north of pay dirt.</p><p></p><p>Let's say a tiny hatchling dragon is 2½ feet tall and 30 pounds at birth. By the time that dragon is colossal size, it will be about 60 feet tall (the average of a colossal dragon's combat facing).</p><p></p><p>Okay, this is how you can "logically" figure out the weight of such a colossal dragon.</p><p></p><p>60 ft. / 2½ ft. = 24.</p><p></p><p>24 cubed (to account for a three dimensional creature) is 24 x 24 x 24 or 13824.</p><p></p><p>Now we go back to the tiny hatchling dragon...</p><p></p><p>30 lbs. x 13824 = 414720 lbs. or 207.36 tons.</p><p></p><p>That's a heavy dragon.</p><p></p><p>Okay, let's return to my Hit Point equation.</p><p></p><p>414720 lbs. / 25 = 16588.8 (my base weight multiplier)</p><p></p><p>If we make this colossal great wyrm a red dragon with 31 Constitution, that's a +10 multiplier.</p><p></p><p>16588 x 10 = 165880 hit points.</p><p></p><p>A great wyrm red dragon has 40 hit dice with a fighter Base Attack Bonus, so that's 3 x 40 = 120 extra Hit Points, creating a grand total of...</p><p></p><p>16600 hit points.</p><p></p><p>For a colossal-sized red dragon, I'd say that's about right.</p><p></p><p>What's that? You want to know how much this dragon lift using my Carrying Capacity rules?</p><p></p><p>Let's find out!</p><p></p><p>414720 x 4.5 (1/10 of a 45 Strength score) = 1,866,240 lbs.</p><p></p><p>Almost 2 million pounds.</p><p></p><p>Let's scale my Carrying Capacity chart up to see what that gives us for bonus melee damage.</p><p></p><p>19201-25600: +64d8 (+288)</p><p>25601-32000: +64d10 (+352)</p><p>32000-38400: +64d12 (+416)</p><p>38401-51200: +128d8 (+576)</p><p>51201-64000: +128d10 (+704)</p><p>64001-76800: +128d12 (+832)</p><p>76801-102400: +256d8 (+1152)</p><p>102401-128000: +256d10 (+1408)</p><p>128001-153600: +256d12 (+1664)</p><p>153601-204800: +512d8 (+2304)</p><p>204801-256000: +512d10 (+2816)</p><p>256001-307200: +512d12 (+3328)</p><p>307201-409600: +1024d8 (+4608)</p><p>409600-512000: +1024d10 (+5632)</p><p>512001-614400: +1024d12 (+6656)</p><p>614401-819200: +2048d8 (+9216)</p><p>819201-1024000: +2048d10 (+11264)</p><p>1024001-1228800: +2048d12 (+13312)</p><p>1228801-1638400: +4096d8 (+18432)</p><p>1638401-2048000: +4096d10 (+22528)</p><p>2048001-2457600: +4096d12 (+26624)</p><p></p><p>So here it is... a colossal-size red dragon will inflict an extra 4096d10 damage, for an average of 22528 points of damage each time they successfully hit something.</p><p></p><p>Suffice it to say that if a 60 feet tall dragon began to rampage through your city, that city would be devastated faster than you could say Godzilla.</p><p></p><p></p><p>Not to worry, your suggestions are *easy* to understand. They're just more complicated than the current mechanic being used by Dungeons and Dragons.</p><p></p><p>That said, I would be hypocrite if I didn't acknowledge my own tendency to complicate rules. But just think, the chart is finished. The equations are written. All the hard work is done. Easy-squeezy for anybody who wants to use them now.</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></blockquote><p></p>
[QUOTE="Sonofapreacherman, post: 250364, member: 2315"] Until your next snag. Let's say I'm a 180 pound human with 18 Strength. I can lift 180 pounds. Now let's say I am 210 pound human with 18 Strength. I can't even lift my own body weight? Not so good. If your are still aiming for logic Upper_Krust, it just flew out the window. I believe the heaviest amount of weight a human being has ever lifted over their head is in the ballpark of 640 to 660 pounds. D&D lets you lift twice your carrying capacity over your head. My 18 Strength 180 pound human could pull that off. 180 x 1.8 (1/10 of their Strength score) = 324 pounds. 324 pounds x 2 = 648. Perfect. The moment you base Carrying Capacity on Weight and the Strength score, as I have, logic and stylized simplicity are both satisfied. And then along comes the bonus damage chart based off Carrying Capacity. 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) Mass directly contributes to what you can carry and how much extra damage you can inflict. Well, you don't really state "why" you think so, but I have. It's called 20 levels of hardy combat experience. That will very easily make a 20th level wizard more resilient than a 1st level barbarian. The fact that their respective Hit Point totals will still be comparable to each other (even with so great a level gap) tells me that this system is logically working the way it was intended. If you are going to give characters static Hit Points for 20+ levels (with minor adjustments), then unless you give them the ability to parry and dodge as a basic combat mechanic, they will drop like flies. Parrying and dodging would have to be hard cored into any rule system that enforced static Hit Points (in addition to AR becoming DR). Have you been reading my Carrying Capacity rules? Too much! You're about 8000 Hit Points north of pay dirt. Let's say a tiny hatchling dragon is 2½ feet tall and 30 pounds at birth. By the time that dragon is colossal size, it will be about 60 feet tall (the average of a colossal dragon's combat facing). Okay, this is how you can "logically" figure out the weight of such a colossal dragon. 60 ft. / 2½ ft. = 24. 24 cubed (to account for a three dimensional creature) is 24 x 24 x 24 or 13824. Now we go back to the tiny hatchling dragon... 30 lbs. x 13824 = 414720 lbs. or 207.36 tons. That's a heavy dragon. Okay, let's return to my Hit Point equation. 414720 lbs. / 25 = 16588.8 (my base weight multiplier) If we make this colossal great wyrm a red dragon with 31 Constitution, that's a +10 multiplier. 16588 x 10 = 165880 hit points. A great wyrm red dragon has 40 hit dice with a fighter Base Attack Bonus, so that's 3 x 40 = 120 extra Hit Points, creating a grand total of... 16600 hit points. For a colossal-sized red dragon, I'd say that's about right. What's that? You want to know how much this dragon lift using my Carrying Capacity rules? Let's find out! 414720 x 4.5 (1/10 of a 45 Strength score) = 1,866,240 lbs. Almost 2 million pounds. Let's scale my Carrying Capacity chart up to see what that gives us for bonus melee damage. 19201-25600: +64d8 (+288) 25601-32000: +64d10 (+352) 32000-38400: +64d12 (+416) 38401-51200: +128d8 (+576) 51201-64000: +128d10 (+704) 64001-76800: +128d12 (+832) 76801-102400: +256d8 (+1152) 102401-128000: +256d10 (+1408) 128001-153600: +256d12 (+1664) 153601-204800: +512d8 (+2304) 204801-256000: +512d10 (+2816) 256001-307200: +512d12 (+3328) 307201-409600: +1024d8 (+4608) 409600-512000: +1024d10 (+5632) 512001-614400: +1024d12 (+6656) 614401-819200: +2048d8 (+9216) 819201-1024000: +2048d10 (+11264) 1024001-1228800: +2048d12 (+13312) 1228801-1638400: +4096d8 (+18432) 1638401-2048000: +4096d10 (+22528) 2048001-2457600: +4096d12 (+26624) So here it is... a colossal-size red dragon will inflict an extra 4096d10 damage, for an average of 22528 points of damage each time they successfully hit something. Suffice it to say that if a 60 feet tall dragon began to rampage through your city, that city would be devastated faster than you could say Godzilla. Not to worry, your suggestions are *easy* to understand. They're just more complicated than the current mechanic being used by Dungeons and Dragons. That said, I would be hypocrite if I didn't acknowledge my own tendency to complicate rules. But just think, the chart is finished. The equations are written. All the hard work is done. Easy-squeezy for anybody who wants to use them now. :D [/QUOTE]
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