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Community
General Tabletop Discussion
*Pathfinder & Starfinder
another hitpoint variant, kinda.....
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<blockquote data-quote="noretoc" data-source="post: 1286324" data-attributes="member: 1276"><p>A lot of people seem to have a problem with the whole idea of lota of HPs and fighting after many hits etc. I also have a problem with the AC-BAB thing. BAB goes up much much faster than AC for most. Here is an idea I have been thinking of, and I would love some input. especially hole I am missing. </p><p></p><p>Players have normal amounts of hps. </p><p> </p><p> There are two acs. One the normal AC, and two the defense ac. WAIT! It isn't as complicated as it looks. Thier regular AC will be decided by armor, magic, dex, etc. But in addiditon to this there will be a bonuc to AC based on level, and class. If the attack roll is higher than the both AC damage is normal, representing a hit. The player gets hurt, bleeds, bruises, etc. </p><p> </p><p> If the attack roll is lower than the normal AC, the attack misses. Hits armor, misses completly, etc. </p><p></p><p> If the attack is higher than the normal AC but lower than the defense ac, the damage is still apllied but as subdual, representing the ability of the victim to avoid a wound. </p><p></p><p>This keep the hp balance the same, as the same amount of damage will still drop the character. However, it add some other elements. It makes the char's experience mean something. It makes the character easier to heal if he has a high defense. It also has very little extra paper work to keep track of. The two ACs (the defense would be more like a bonus to AC, added to whatever ac the character is currently using.and the tracking od sudual which most charcters should have some experience with anyway. </p><p></p><p>It also add some options. Maybe a PC that heald subdual fast, or anything really that will add an element. Opinions?</p></blockquote><p></p>
[QUOTE="noretoc, post: 1286324, member: 1276"] A lot of people seem to have a problem with the whole idea of lota of HPs and fighting after many hits etc. I also have a problem with the AC-BAB thing. BAB goes up much much faster than AC for most. Here is an idea I have been thinking of, and I would love some input. especially hole I am missing. Players have normal amounts of hps. There are two acs. One the normal AC, and two the defense ac. WAIT! It isn't as complicated as it looks. Thier regular AC will be decided by armor, magic, dex, etc. But in addiditon to this there will be a bonuc to AC based on level, and class. If the attack roll is higher than the both AC damage is normal, representing a hit. The player gets hurt, bleeds, bruises, etc. If the attack roll is lower than the normal AC, the attack misses. Hits armor, misses completly, etc. If the attack is higher than the normal AC but lower than the defense ac, the damage is still apllied but as subdual, representing the ability of the victim to avoid a wound. This keep the hp balance the same, as the same amount of damage will still drop the character. However, it add some other elements. It makes the char's experience mean something. It makes the character easier to heal if he has a high defense. It also has very little extra paper work to keep track of. The two ACs (the defense would be more like a bonus to AC, added to whatever ac the character is currently using.and the tracking od sudual which most charcters should have some experience with anyway. It also add some options. Maybe a PC that heald subdual fast, or anything really that will add an element. Opinions? [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
another hitpoint variant, kinda.....
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