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Alternative HP systems and other altered d20 mechanics
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<blockquote data-quote="Upper_Krust" data-source="post: 252329" data-attributes="member: 326"><p>Hello again mate! <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><p></p><p> </p><p></p><p>Yes.</p><p></p><p></p><p></p><p>I don't think a direct correlation will work. But we already have most of the basics covered anyway.</p><p></p><p></p><p></p><p>I am working on this at the moment - I'll have something later.</p><p></p><p></p><p></p><p>But even mook characters always hit on a '20'.</p><p></p><p></p><p></p><p>With 'scratches I was refering to damage that bypassed armour but was not great enough to inflict a minor wound.</p><p></p><p>However, we also used a rule whereby high dice rolls could find the chinks in armour.</p><p></p><p>ie. '19' bypass armour, '20' bypass armour + critical hit*</p><p></p><p>*This was before the days when critical hits were standard.</p><p></p><p>One idea could be that characters could use feats to increase this threat range perhaps?</p><p></p><p> </p><p></p><p>What was the problem here?</p><p></p><p> </p><p></p><p>They have material Strength.</p><p></p><p></p><p></p><p>What about them? They could have lots of hit points and armour but weak strength. Remember only average strength is based on hit points.</p><p></p><p>Can you think of a better example? I've never encountered such a golem.</p><p></p><p> </p><p></p><p>That was one option I was considering.</p><p></p><p></p><p></p><p>A story always stuck in my head that a friend told me about the gulf war.</p><p></p><p>Apparently one of the M1A1 Abrams tanks broke down in a gulley during an offensive in the gulf war. They couldn't let it fall into enemy hands so they decided to destroy it by having the other tanks blast it. Apparently half a dozen tanks blasted it for ten minutes from almost point blank range and barely dented it. After the war they went back and towed the tank out and were able to fix it up again.</p><p></p><p>Another story that shows the effectiveness of equivalent armour is that of the Bismarck during WWII. Apparently the British Navy (in the famous encounter) hit the Bismarck with literally thousands of shells to sink it!</p><p></p><p> </p><p></p><p>(Off the top of my head) Perhaps +4 STR (+2 HP/Damage)?</p><p></p><p></p><p></p><p>Again, I am not happy about having CON affect hit points directly.</p><p></p><p>Perhaps Toughness as Natural Armour would be prudent...?</p><p></p><p></p><p></p><p>Exactly so they are slightly heavier, subsequently slightly stronger etc.</p><p></p><p></p><p></p><p>I'm not sure if we really want to get into that.</p><p></p><p></p><p></p><p>We are not concerned with attacking the armour though but rather attacking those behind it. However, I get your point in this respect.</p><p></p><p>Perhaps material Hardness could affect hit points as a multiplier.</p><p></p><p></p><p></p><p>I'm not sure if that works with my system though!? Not without adding the factor of material hardness anyway!</p><p></p><p>Anyone know what the 'absolute hardness' of flesh is anyway?</p><p></p><p>According to this: </p><p></p><p><a href="http://mineral.galleries.com/minerals/hardness.htm" target="_blank">http://mineral.galleries.com/minerals/hardness.htm</a></p><p></p><p>fingernails are 2.5 - so it must be less than that, presumably 1?</p><p></p><p></p><p></p><p>How many times in an RPG has the natural fluctuation of your characters weight been an issue though!? I would just leave this alone.</p><p></p><p></p><p></p><p>A big human could have a penalty to hit a smaller human between 0-3 dependant on size difference.</p><p></p><p>+4 is just a generic factor for one size difference. Representing the 25%/400% target area of a creature of different size (double height and width).</p><p></p><p></p><p></p><p>Tordek's stumpy legs are about to get stumpier!</p><p></p><p></p><p></p><p>Sophistry. It shows you Tordek just before hes about to get bit. </p><p></p><p> </p><p></p><p>Luke used the force to control the pain. Its one of the first Force Powers I remember in the original Star Wars RPG.</p><p></p><p>It was his force powers that kept him alive in ESB (in the Wampa encounter) and RotJ (surviving the Emperors Force Lightning)</p><p></p><p> </p><p></p><p>It didn't stop the damage it let you control/delay the pain so you wouldn't fall unconscious . It was like SUPER-CON*. It also let you stave off inebriation. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>*Again which is why I don't see CON affecting hit points directly.</p><p></p><p></p><p></p><p>Han Solo would have been Rancor Fodder.</p><p></p><p></p><p></p><p>Thats okay mate, fire away! <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><p></p><p> </p><p></p><p>Why should high level characters be unnaturally tough!?</p><p></p><p>High Level represents skill, not a fresh genetic makeover.</p><p></p><p></p><p></p><p>...because STR is relative to Mass, CON is not.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 252329, member: 326"] Hello again mate! :) Yes. I don't think a direct correlation will work. But we already have most of the basics covered anyway. I am working on this at the moment - I'll have something later. But even mook characters always hit on a '20'. With 'scratches I was refering to damage that bypassed armour but was not great enough to inflict a minor wound. However, we also used a rule whereby high dice rolls could find the chinks in armour. ie. '19' bypass armour, '20' bypass armour + critical hit* *This was before the days when critical hits were standard. One idea could be that characters could use feats to increase this threat range perhaps? What was the problem here? They have material Strength. What about them? They could have lots of hit points and armour but weak strength. Remember only average strength is based on hit points. Can you think of a better example? I've never encountered such a golem. That was one option I was considering. A story always stuck in my head that a friend told me about the gulf war. Apparently one of the M1A1 Abrams tanks broke down in a gulley during an offensive in the gulf war. They couldn't let it fall into enemy hands so they decided to destroy it by having the other tanks blast it. Apparently half a dozen tanks blasted it for ten minutes from almost point blank range and barely dented it. After the war they went back and towed the tank out and were able to fix it up again. Another story that shows the effectiveness of equivalent armour is that of the Bismarck during WWII. Apparently the British Navy (in the famous encounter) hit the Bismarck with literally thousands of shells to sink it! (Off the top of my head) Perhaps +4 STR (+2 HP/Damage)? Again, I am not happy about having CON affect hit points directly. Perhaps Toughness as Natural Armour would be prudent...? Exactly so they are slightly heavier, subsequently slightly stronger etc. I'm not sure if we really want to get into that. We are not concerned with attacking the armour though but rather attacking those behind it. However, I get your point in this respect. Perhaps material Hardness could affect hit points as a multiplier. I'm not sure if that works with my system though!? Not without adding the factor of material hardness anyway! Anyone know what the 'absolute hardness' of flesh is anyway? According to this: [url]http://mineral.galleries.com/minerals/hardness.htm[/url] fingernails are 2.5 - so it must be less than that, presumably 1? How many times in an RPG has the natural fluctuation of your characters weight been an issue though!? I would just leave this alone. A big human could have a penalty to hit a smaller human between 0-3 dependant on size difference. +4 is just a generic factor for one size difference. Representing the 25%/400% target area of a creature of different size (double height and width). Tordek's stumpy legs are about to get stumpier! Sophistry. It shows you Tordek just before hes about to get bit. Luke used the force to control the pain. Its one of the first Force Powers I remember in the original Star Wars RPG. It was his force powers that kept him alive in ESB (in the Wampa encounter) and RotJ (surviving the Emperors Force Lightning) It didn't stop the damage it let you control/delay the pain so you wouldn't fall unconscious . It was like SUPER-CON*. It also let you stave off inebriation. ;) *Again which is why I don't see CON affecting hit points directly. Han Solo would have been Rancor Fodder. Thats okay mate, fire away! :) Why should high level characters be unnaturally tough!? High Level represents skill, not a fresh genetic makeover. ...because STR is relative to Mass, CON is not. [/QUOTE]
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