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<blockquote data-quote="Sonofapreacherman" data-source="post: 257284" data-attributes="member: 2315"><p>My IP address has been on the blink for the past 2 days. Now that I'm all caught up on the recent posts, methinks it's time for an "accounting". And by that I mean a restating of all my rule changes (just to make them crystal clear for anybody interested in reading along). Some ideas and values have changed from when I first posted them.</p><p></p><p>Here goes...</p><p></p><p><strong>Armor Class is completely eliminated. Armor values and natural armor become damage reduction values.</strong></p><p></p><p>This makes it much easier for characters to "get hit". Essentially, if you're not resisting an attack, you get hit by that attack. Simple. None of this "rolling to hit an unmoving object" balderdash. Simply roll damage, now factoring in damage reduction from armor. The thing is... nobody with a smattering of self-preservation is going to just stand there and take damage. Which leads me to...</p><p></p><p><strong>Dodging and parrying opposed attack rolls will be introduced into the game.</strong></p><p></p><p>With Armor Class remade into Damage Reduction, players will need something extra to protect their characters from attack. Dodging and parrying accomplishes this task with unobtrusive "opposed rolls" (opposed rolls which are already seamlessly incorporated into combat now). As well, the inclusion of static Hit Points will also create a greater need for defense. Now character can "actively" defend themselves with dodge and parry rolls, making combat that much more exciting.</p><p></p><ul> <li data-xf-list-type="ul">You can dodge or parry the same number of times per round that you can attack (with decreasing values). For example: if you can only attack once per round, then you can either parry once or dodge once that round. Not both.</li> </ul> <ul> <li data-xf-list-type="ul">You cannot parry a creature that is 2 or more sizes larger than you or 2 or more sizes smaller than you.</li> <li data-xf-list-type="ul">Parrying creatures one size larger than you imposes a -4 penalty.</li> <li data-xf-list-type="ul">Parrying creatures one size smaller than you imposes a +4 bonus.</li> <li data-xf-list-type="ul">Parrying an armed opponent while unarmed imposes a -4 penalty. The Improved Unarmed Combat feat will eliminate this penalty completely.</li> </ul> <ul> <li data-xf-list-type="ul">You can dodge of a creature of any size.</li> <li data-xf-list-type="ul">For every size category that you are smaller than your opponent, add +4 to your dodge roll.</li> <li data-xf-list-type="ul">For every size category that you are larger than your opponent, subtract -4 from your dodge roll.</li> <li data-xf-list-type="ul">Dodging in melee combat imposes a -4 penalty. The benefit of the Dodge feat will eliminate this penalty completely.</li> <li data-xf-list-type="ul">For every range increment that a weapon being fired exceeds its shortest distance, add +4 to the targets dodge roll.</li> </ul><p><strong>Hit points will be based on Weight and Constitution, and increase very little every level.</strong></p><p></p><p>The method for calculating Hit Points will straightforward and involve "no" dice rolling.</p><p></p><ul> <li data-xf-list-type="ul">1 Hit point for every 25 lbs. of character weight (minimum 1).</li> <li data-xf-list-type="ul">Positive Constitution modifiers increase your Hit Point total every level.</li> <li data-xf-list-type="ul">Negative Constitution modifiers decrease your Hit Points at 1st level only (minimum 1).</li> </ul><p>No wounds with this system. I think wound tracking is far too cumbersome for seamless role-playing. Just straight Hit Points, with unconsciousness occurring between -1 and -9 (and death occurring at -10). I realize that this is identical to the current system, but I'm not out to change the world after all. Just a few continents.</p><p></p><p><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>What does change significantly are the final totals.</p><p></p><p>A typical 20th level human fighter will have 88 Hit Points.</p><p>A typical 20th level human cleric will have 68 Hit Points.</p><p>A typical 20th level human rogue will have 48 Hit Points.</p><p>A typical 20th level human wizard will have 28 Hit Points.</p><p></p><p>I find these totals much more realistic, even from a heroic standpoint. These amounts are far from the Hit Point totals that 20th level characters currently enjoy, but with armor damage reduction, dodging, and parrying, they won't need hundreds of Hit Points anymore.</p><p></p><p><strong>The Strength modifier no longer augments your attack roll. Dexterity now augments your ability to attack with melee and ranged weapons, in addition to opposed dodge and parry attack rolls.</strong></p><p></p><p>This change has been a long time in coming. Dexterity will now represent "accuracy" across the board.</p><p></p><p><strong>Carrying Capacity will become a function of both Weight and Strength.</strong></p><p></p><p>The equation that determines Carrying Capacity will be calculated during character generation, and so will rarely if ever impede the fluidity of game play.</p><p></p><ul> <li data-xf-list-type="ul">Weight x 1/10 of Strength = Carrying Capacity.</li> </ul><p>Calculating 1/10 of Strength is painless. If you have 18 Strength, then 1/10th of that score is 1.8. Math couldn't be more simple.</p><p></p><p>If your character weighs 190 lbs., then 190 x 1.8 = 342 lbs. of Carrying Capacity.</p><p></p><p>Once you know your Carrying Capacity divide that value by 3 to figure out Light, Medium, and Heavy loads. For example, 342 pounds of Carrying Capacity breaks down into...</p><p></p><ul> <li data-xf-list-type="ul">Light: up to 114 lbs.</li> <li data-xf-list-type="ul">Medium: 115-228 lbs.</li> <li data-xf-list-type="ul">Heavy: 229-342 lbs.</li> </ul><p>Again, write this down during character creation and you're done.</p><p></p><p><strong>Extra melee damage becomes a function of Carrying Capacity using a quick reference chart.</strong></p><p></p><p>Carrying Capacity: Bonus Damage (average Bonus Damage)</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>61-100: +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>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>What this obviously means is that very large creatures will do a very large amount of damage (the kind you don't even have to roll). The tactics for fighting such creatures will have to change. Dodging will play a huge role in combat against gargantuan and colossal-size creatures, and magic will play a huge factor in defeating them (especially mind-effecting magic). Just remember, large creatures may be impossibly strong, but their minds are still vulnerable.</p><p></p><p><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>That's about it for now... but to be honest, I think that's plenty.</p></blockquote><p></p>
[QUOTE="Sonofapreacherman, post: 257284, member: 2315"] My IP address has been on the blink for the past 2 days. Now that I'm all caught up on the recent posts, methinks it's time for an "accounting". And by that I mean a restating of all my rule changes (just to make them crystal clear for anybody interested in reading along). Some ideas and values have changed from when I first posted them. Here goes... [b]Armor Class is completely eliminated. Armor values and natural armor become damage reduction values.[/b] This makes it much easier for characters to "get hit". Essentially, if you're not resisting an attack, you get hit by that attack. Simple. None of this "rolling to hit an unmoving object" balderdash. Simply roll damage, now factoring in damage reduction from armor. The thing is... nobody with a smattering of self-preservation is going to just stand there and take damage. Which leads me to... [b]Dodging and parrying opposed attack rolls will be introduced into the game.[/b] With Armor Class remade into Damage Reduction, players will need something extra to protect their characters from attack. Dodging and parrying accomplishes this task with unobtrusive "opposed rolls" (opposed rolls which are already seamlessly incorporated into combat now). As well, the inclusion of static Hit Points will also create a greater need for defense. Now character can "actively" defend themselves with dodge and parry rolls, making combat that much more exciting. [list][*]You can dodge or parry the same number of times per round that you can attack (with decreasing values). For example: if you can only attack once per round, then you can either parry once or dodge once that round. Not both.[/list] [list][*]You cannot parry a creature that is 2 or more sizes larger than you or 2 or more sizes smaller than you.[*]Parrying creatures one size larger than you imposes a -4 penalty.[*]Parrying creatures one size smaller than you imposes a +4 bonus.[*]Parrying an armed opponent while unarmed imposes a -4 penalty. The Improved Unarmed Combat feat will eliminate this penalty completely.[/list] [list][*]You can dodge of a creature of any size.[*]For every size category that you are smaller than your opponent, add +4 to your dodge roll.[*]For every size category that you are larger than your opponent, subtract -4 from your dodge roll.[*]Dodging in melee combat imposes a -4 penalty. The benefit of the Dodge feat will eliminate this penalty completely.[*]For every range increment that a weapon being fired exceeds its shortest distance, add +4 to the targets dodge roll.[/list] [b]Hit points will be based on Weight and Constitution, and increase very little every level.[/b] The method for calculating Hit Points will straightforward and involve "no" dice rolling. [list][*]1 Hit point for every 25 lbs. of character weight (minimum 1).[*]Positive Constitution modifiers increase your Hit Point total every level.[*]Negative Constitution modifiers decrease your Hit Points at 1st level only (minimum 1).[/list] No wounds with this system. I think wound tracking is far too cumbersome for seamless role-playing. Just straight Hit Points, with unconsciousness occurring between -1 and -9 (and death occurring at -10). I realize that this is identical to the current system, but I'm not out to change the world after all. Just a few continents. :) What does change significantly are the final totals. A typical 20th level human fighter will have 88 Hit Points. A typical 20th level human cleric will have 68 Hit Points. A typical 20th level human rogue will have 48 Hit Points. A typical 20th level human wizard will have 28 Hit Points. I find these totals much more realistic, even from a heroic standpoint. These amounts are far from the Hit Point totals that 20th level characters currently enjoy, but with armor damage reduction, dodging, and parrying, they won't need hundreds of Hit Points anymore. [b]The Strength modifier no longer augments your attack roll. Dexterity now augments your ability to attack with melee and ranged weapons, in addition to opposed dodge and parry attack rolls.[/b] This change has been a long time in coming. Dexterity will now represent "accuracy" across the board. [b]Carrying Capacity will become a function of both Weight and Strength.[/b] The equation that determines Carrying Capacity will be calculated during character generation, and so will rarely if ever impede the fluidity of game play. [list][*]Weight x 1/10 of Strength = Carrying Capacity.[/list] Calculating 1/10 of Strength is painless. If you have 18 Strength, then 1/10th of that score is 1.8. Math couldn't be more simple. If your character weighs 190 lbs., then 190 x 1.8 = 342 lbs. of Carrying Capacity. Once you know your Carrying Capacity divide that value by 3 to figure out Light, Medium, and Heavy loads. For example, 342 pounds of Carrying Capacity breaks down into... [list][*]Light: up to 114 lbs.[*]Medium: 115-228 lbs.[*]Heavy: 229-342 lbs.[/list] Again, write this down during character creation and you're done. [b]Extra melee damage becomes a function of Carrying Capacity using a quick reference chart.[/b] Carrying Capacity: Bonus Damage (average Bonus Damage) 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 61-100: +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) 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) What this obviously means is that very large creatures will do a very large amount of damage (the kind you don't even have to roll). The tactics for fighting such creatures will have to change. Dodging will play a huge role in combat against gargantuan and colossal-size creatures, and magic will play a huge factor in defeating them (especially mind-effecting magic). Just remember, large creatures may be impossibly strong, but their minds are still vulnerable. ;) That's about it for now... but to be honest, I think that's plenty. [/QUOTE]
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