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General Tabletop Discussion
*Pathfinder & Starfinder
Armor as Damage Reduction (how to make it work for you)
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<blockquote data-quote="Capn Charlie" data-source="post: 1299349" data-attributes="member: 16046"><p>Forgive my ignorance, but would this style not lend itself better to electronic execution than with dice and a pencil? That would allow you to more effectively add in all matter of variables such as armor resistances to each weapon type, as well as allowing you to implement a bell curve and thus make average results more common than extremes(like critical hits)? It would seem a fairly simple program could incorporate even the most math intensive of maneuvers with ease, if not flair? You could even implement strength loss by loss of hitpoints on a dynamic enough level to be actually useable?</p><p></p><p>I always thought that the point of using so crude a method of dice rolling was to maintain simplicity. All you would need are a couple of out of date PDAs or a pair of linked laptops(one for the dm, one for the players). It would even add a bit of surprise back to what actions in a round each character takes without losing the round table camaraderie of pencil and paper gaming. Having a pair of moniters mounted in a table with the screens up at a slight angle and a stylus you could even better display art without having to print out every little landscape, portrait or vista thus allowing you to conserve your resources for truly interesting handouts. I myself make a very nice faux parchment. </p><p></p><p>The best part is that it could all be done on a shoestring budget using older hardware since it doesn't have to be up to date at all. Sure it boxes you int a war room(unless pdas or laptops are used) and the ability to game anywhere is something I cherish, but the thought is at least intrigueing, no?</p><p></p><p></p><p>Another thing, if you did change the way hp works couldn't you give all classes equal base hp depending on con, then give certain classes additional hp based on how martial the class is, and give certain classes limited damage reduction. I could see the fighter having attack abilities to compensate for being heavily armored, barbarians better hp and damage reduction(especially in a rage) and rogues high evade. Possibly even allow high con scores to add to DR. </p><p></p><p>I know if I ever get around to building my Fallout RPG it is the system I plan to use. </p><p></p><p>On another note I would very much like to learn more about how the SCA is <em>not</em> historically accurate. I was under the impression that they used reproductions of historical pieces.</p></blockquote><p></p>
[QUOTE="Capn Charlie, post: 1299349, member: 16046"] Forgive my ignorance, but would this style not lend itself better to electronic execution than with dice and a pencil? That would allow you to more effectively add in all matter of variables such as armor resistances to each weapon type, as well as allowing you to implement a bell curve and thus make average results more common than extremes(like critical hits)? It would seem a fairly simple program could incorporate even the most math intensive of maneuvers with ease, if not flair? You could even implement strength loss by loss of hitpoints on a dynamic enough level to be actually useable? I always thought that the point of using so crude a method of dice rolling was to maintain simplicity. All you would need are a couple of out of date PDAs or a pair of linked laptops(one for the dm, one for the players). It would even add a bit of surprise back to what actions in a round each character takes without losing the round table camaraderie of pencil and paper gaming. Having a pair of moniters mounted in a table with the screens up at a slight angle and a stylus you could even better display art without having to print out every little landscape, portrait or vista thus allowing you to conserve your resources for truly interesting handouts. I myself make a very nice faux parchment. The best part is that it could all be done on a shoestring budget using older hardware since it doesn't have to be up to date at all. Sure it boxes you int a war room(unless pdas or laptops are used) and the ability to game anywhere is something I cherish, but the thought is at least intrigueing, no? Another thing, if you did change the way hp works couldn't you give all classes equal base hp depending on con, then give certain classes additional hp based on how martial the class is, and give certain classes limited damage reduction. I could see the fighter having attack abilities to compensate for being heavily armored, barbarians better hp and damage reduction(especially in a rage) and rogues high evade. Possibly even allow high con scores to add to DR. I know if I ever get around to building my Fallout RPG it is the system I plan to use. On another note I would very much like to learn more about how the SCA is [i]not[/i] historically accurate. I was under the impression that they used reproductions of historical pieces. [/QUOTE]
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Armor as Damage Reduction (how to make it work for you)
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