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Alternative HP systems and other altered d20 mechanics
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<blockquote data-quote="Grommilus" data-source="post: 252371" data-attributes="member: 5863"><p>UK</p><p></p><p> </p><p></p><p>chinks in the armor sounds like it might work, but the whole problem with that full plate has considerably less chinks than a chainshirt, which adds some more things to keep track of. Having one AV that you have to exceed takes care of that (takes into consideration how much of you the armor covers and how well it does that coverin)</p><p></p><p></p><p></p><p>My point here was that the crystal would have considerable lower toughness than the stone, so would have considerably less HP, while still being the same mass. </p><p></p><p></p><p></p><p>But isn't material strength simply toughness? I equate Str as it works in dnd as the ability to move things, bigger the str, bigger the things (force) and inanimate objects don't move, so no str, right?</p><p></p><p></p><p> </p><p></p><p>How about a clay golem that doesn't have the ability to self repair? so he weighs as much as a stone golem, but he's much softer and easier to damage, but just a strong. I'm sure you've fought both stone and clay golems. (thinking in golems cause i'm thinking of materials of similiar density but differing structual stability)</p><p></p><p> </p><p>wow, I must say thats a tough tank, maybe we should reavalueate it's toughness, cause it obviously has more HP than i considered =)</p><p></p><p>as for the bismark, the thing was a city made of steel, LOTS of hp.</p><p></p><p> </p><p></p><p>why call it con? call it toughness, seperate it from stamina. it's a stat that signifies how hard you are to injure (pure HP)</p><p></p><p>And i don't like natural armor unless it deals specifically with having a think outside layer that stops attacks from reaching the soft parts inside.</p><p></p><p> </p><p></p><p>I think the stone giant would be considerably tougher, but not stronger in anyway to his fleshier friend.</p><p></p><p></p><p> </p><p></p><p>I was talking about magical enhancements kinda, and training, like the iron monks that get hit by boards and such. I've always been a fan of characters that can take hoards of beattings before they go down, which is why I like dwarven barbarians in DnD.</p><p></p><p>If your game had a barbarian class, I would say it would gain toughness as it leveled, to reflect the d12 and the DR.</p><p></p><p> </p><p></p><p>who cares if STR is relative to mass? Toughness and <strong>mass</strong> mean hp. So you could get the same system outa having massive objects have lotsa hp, and having massive objects that are tough have even more hp. I mean, to use 12 foot fleshy giant for example. Why would the giant of similiar str to a human, relative to mass, have even more increased hp to the human, relative to mass? it seams to me the giant would have an exact correlation between str, mass, and hp, ie, giant is 8 times as big (volume), is made of same material (flesh, constant density, therefore 8 times the mass), so has 8 times as many hp, don't matter his str.</p><p></p><p>More str equals more hp only because more str typically means more mass</p><p></p><p>Inanimate objects have no str, they can't move.</p></blockquote><p></p>
[QUOTE="Grommilus, post: 252371, member: 5863"] UK chinks in the armor sounds like it might work, but the whole problem with that full plate has considerably less chinks than a chainshirt, which adds some more things to keep track of. Having one AV that you have to exceed takes care of that (takes into consideration how much of you the armor covers and how well it does that coverin) My point here was that the crystal would have considerable lower toughness than the stone, so would have considerably less HP, while still being the same mass. But isn't material strength simply toughness? I equate Str as it works in dnd as the ability to move things, bigger the str, bigger the things (force) and inanimate objects don't move, so no str, right? How about a clay golem that doesn't have the ability to self repair? so he weighs as much as a stone golem, but he's much softer and easier to damage, but just a strong. I'm sure you've fought both stone and clay golems. (thinking in golems cause i'm thinking of materials of similiar density but differing structual stability) wow, I must say thats a tough tank, maybe we should reavalueate it's toughness, cause it obviously has more HP than i considered =) as for the bismark, the thing was a city made of steel, LOTS of hp. why call it con? call it toughness, seperate it from stamina. it's a stat that signifies how hard you are to injure (pure HP) And i don't like natural armor unless it deals specifically with having a think outside layer that stops attacks from reaching the soft parts inside. I think the stone giant would be considerably tougher, but not stronger in anyway to his fleshier friend. I was talking about magical enhancements kinda, and training, like the iron monks that get hit by boards and such. I've always been a fan of characters that can take hoards of beattings before they go down, which is why I like dwarven barbarians in DnD. If your game had a barbarian class, I would say it would gain toughness as it leveled, to reflect the d12 and the DR. who cares if STR is relative to mass? Toughness and [B]mass[/B] mean hp. So you could get the same system outa having massive objects have lotsa hp, and having massive objects that are tough have even more hp. I mean, to use 12 foot fleshy giant for example. Why would the giant of similiar str to a human, relative to mass, have even more increased hp to the human, relative to mass? it seams to me the giant would have an exact correlation between str, mass, and hp, ie, giant is 8 times as big (volume), is made of same material (flesh, constant density, therefore 8 times the mass), so has 8 times as many hp, don't matter his str. More str equals more hp only because more str typically means more mass Inanimate objects have no str, they can't move. [/QUOTE]
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