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*Pathfinder & Starfinder
Alternative HP systems and other altered d20 mechanics
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<blockquote data-quote="jonrog1" data-source="post: 251946" data-attributes="member: 189"><p>And back at ya ... nice discussion ...</p><p></p><p></p><p></p><p>Not too confusing -- NEEDLESSLY confusing. AC (or it's b*stard cousin the armor DR) is one number I have to beat, that never (rarely) changes. Let's say I hit a guy in your armor system, shortsword in one hand and a longswod in the other. One's masterwork, the other's +1, flaming, so is the d8+1 halved and then the flaming damage not halved? Then I switch to a differnt opponent and this time my slashing attack does full damage...</p><p></p><p>Listen, I'm not saying it's bloody calculus. I'm just saying that in the furor of six people rolling dice, trying to keep any sort of momentum up and math down (and I don't think many people will disagree, math in combat is the enemy of role-playing...) is hampered by too many fractional, situational modifiers. This is a great idea, but my question is, how does it playtest?</p><p></p><p>And in answer to Sonofapreacherman -- whose stuff has a mathematical elegance which would have floored my old thermodynamics prof -- my description of rolls and counterolls bringing a game "to a grinding halt" may be a bit of an exagerration, but not much of one. Perhaps your gamers are remarkably proficient or tolerant, but extra die rolls means extra time they're sitting on their ass watching others roll and do math during combat. I'm not playing with a bunch of powergamers or idiots, but they do like to keep the pace moving. And as combat is no the end-all-be-all of RPG's, why make that section of a session last an extra 30-40% longer? For the sake of logic?</p><p></p><p>Logic <em>and</em> elegance are worth striving for. But when designing the widest possible sytem for ease of use and adaptation, I'll take elegance any day.</p><p></p><p> </p><p></p><p>Yes, yes he has. Yet mass+str=hp. So basically he's got to strength train in order to be harder to kill than slovenly, couch potato me who outweighs him?</p><p></p><p></p><p></p><p>So CON affects how you lose hit points, but not how you gain 'em. A fine line there, I think.</p><p></p><p> </p><p></p><p></p><p>My bad. I got confused hunting down the variations over the discussion pages.</p><p></p><p></p><p></p><p></p><p>Ahh, very GURPS/ALTERNITY.</p><p></p><p>Listen, I think what got me a bit muddled here is that the thesis is spreading out over multiple topics and multiple pages. Could you and Preacher possibly -- and simply, let us pretend this is something you need to teach to a whackload of humans and new gamers, the same paramerters 3ed faced -- restate your core rules so we can do a compare and contrast?</p><p></p><p>Excellent work by the way. I'm convinced that only this sort of debate keeps the game alive and pushes it forward.</p></blockquote><p></p>
[QUOTE="jonrog1, post: 251946, member: 189"] And back at ya ... nice discussion ... Not too confusing -- NEEDLESSLY confusing. AC (or it's b*stard cousin the armor DR) is one number I have to beat, that never (rarely) changes. Let's say I hit a guy in your armor system, shortsword in one hand and a longswod in the other. One's masterwork, the other's +1, flaming, so is the d8+1 halved and then the flaming damage not halved? Then I switch to a differnt opponent and this time my slashing attack does full damage... Listen, I'm not saying it's bloody calculus. I'm just saying that in the furor of six people rolling dice, trying to keep any sort of momentum up and math down (and I don't think many people will disagree, math in combat is the enemy of role-playing...) is hampered by too many fractional, situational modifiers. This is a great idea, but my question is, how does it playtest? And in answer to Sonofapreacherman -- whose stuff has a mathematical elegance which would have floored my old thermodynamics prof -- my description of rolls and counterolls bringing a game "to a grinding halt" may be a bit of an exagerration, but not much of one. Perhaps your gamers are remarkably proficient or tolerant, but extra die rolls means extra time they're sitting on their ass watching others roll and do math during combat. I'm not playing with a bunch of powergamers or idiots, but they do like to keep the pace moving. And as combat is no the end-all-be-all of RPG's, why make that section of a session last an extra 30-40% longer? For the sake of logic? Logic [i]and[/i] elegance are worth striving for. But when designing the widest possible sytem for ease of use and adaptation, I'll take elegance any day. Yes, yes he has. Yet mass+str=hp. So basically he's got to strength train in order to be harder to kill than slovenly, couch potato me who outweighs him? So CON affects how you lose hit points, but not how you gain 'em. A fine line there, I think. My bad. I got confused hunting down the variations over the discussion pages. Ahh, very GURPS/ALTERNITY. Listen, I think what got me a bit muddled here is that the thesis is spreading out over multiple topics and multiple pages. Could you and Preacher possibly -- and simply, let us pretend this is something you need to teach to a whackload of humans and new gamers, the same paramerters 3ed faced -- restate your core rules so we can do a compare and contrast? Excellent work by the way. I'm convinced that only this sort of debate keeps the game alive and pushes it forward. [/QUOTE]
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