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Armor Class – How Hard is it to Hit and Damage Something?
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<blockquote data-quote="Herremann the Wise" data-source="post: 4520207" data-attributes="member: 11300"><p>I suppose it is similar to vitality/wounds, except that I envision combat points being restored very quickly. You get half your combat points back after a short rest (5 minutes) or you get all your combat points back after a long rest (1 hour). Hit points on the other hand heal more slowly (and if you're character's really beat up, you most likely are going to look for a healer).</p><p></p><p>However, think of Combat Points as a resource used up in battle. Damage gets taken off of combat points first. Think of this as skill or luck at avoiding a blow - you quickly recover from such blows after a battle. You can most likely do this ("avoid" getting hit) a couple of times but by then, you're character is going to be left wide open - any further hits being taken off of hit points (real damage if you will). As soon as a character takes real damage, they are most likely going to start looking for a way out of combat rather than marching on to unconsciousness regardless.</p><p></p><p>Additionally, I envisage using combat points to perform maneuvers in combat to seek advantage. Maybe not quite the level of the wahoo powers in 4e but interesting and effective stuff regardless. Cleaving, readying actions, power attacks and othe special maneuvers. They are actions that are gradually going to use up your combat points across the breadth of an encounter. You can eat them up rapidly trying to quickly overpower an enemy, or you can be more defensive, saving up the big maneuvers for when they are going to deal the most damage. It gives further dynamism to combat and provides a further (and more realistic) redline for characters aside from unconsciousness. As soon as a couple of characters start taking hp damage, it's time to retreat effectively. This would go for NPCs and monsters too. Copping physical damage is when your resolve is going to be tested. </p><p></p><p>Well they kind of do. They stop you from getting hit effectively (dealing real hp damage). The number of combat points is representative of the skill, luck, divine favor you have and is a limited resource during an encounter. However, combat points are quickly restored after an encounter. The blow that did combat point damage is quickly forgotten. As I mention, they're nothing a quick rub and a kiss won't fix.</p><p>Well in terms of saving throws, they do too, if the thing you're saving against is going to do combat point damage (rather than hit point damage if you're character's spent). In addition, some characters (the lucky ones let's say) might have an ability (costing combat points) that gives them some form of aid in avoiding whatever they are saving against.</p><p></p><p>Combat points are the resource, shield and buffer that helps keep a character alive, protecting their health. Blow all your combat points and you're in some trouble.</p><p></p><p>I'm not too sure how well I'm explaining this or not. Perhaps I should write up an example?</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 4520207, member: 11300"] I suppose it is similar to vitality/wounds, except that I envision combat points being restored very quickly. You get half your combat points back after a short rest (5 minutes) or you get all your combat points back after a long rest (1 hour). Hit points on the other hand heal more slowly (and if you're character's really beat up, you most likely are going to look for a healer). However, think of Combat Points as a resource used up in battle. Damage gets taken off of combat points first. Think of this as skill or luck at avoiding a blow - you quickly recover from such blows after a battle. You can most likely do this ("avoid" getting hit) a couple of times but by then, you're character is going to be left wide open - any further hits being taken off of hit points (real damage if you will). As soon as a character takes real damage, they are most likely going to start looking for a way out of combat rather than marching on to unconsciousness regardless. Additionally, I envisage using combat points to perform maneuvers in combat to seek advantage. Maybe not quite the level of the wahoo powers in 4e but interesting and effective stuff regardless. Cleaving, readying actions, power attacks and othe special maneuvers. They are actions that are gradually going to use up your combat points across the breadth of an encounter. You can eat them up rapidly trying to quickly overpower an enemy, or you can be more defensive, saving up the big maneuvers for when they are going to deal the most damage. It gives further dynamism to combat and provides a further (and more realistic) redline for characters aside from unconsciousness. As soon as a couple of characters start taking hp damage, it's time to retreat effectively. This would go for NPCs and monsters too. Copping physical damage is when your resolve is going to be tested. Well they kind of do. They stop you from getting hit effectively (dealing real hp damage). The number of combat points is representative of the skill, luck, divine favor you have and is a limited resource during an encounter. However, combat points are quickly restored after an encounter. The blow that did combat point damage is quickly forgotten. As I mention, they're nothing a quick rub and a kiss won't fix. Well in terms of saving throws, they do too, if the thing you're saving against is going to do combat point damage (rather than hit point damage if you're character's spent). In addition, some characters (the lucky ones let's say) might have an ability (costing combat points) that gives them some form of aid in avoiding whatever they are saving against. Combat points are the resource, shield and buffer that helps keep a character alive, protecting their health. Blow all your combat points and you're in some trouble. I'm not too sure how well I'm explaining this or not. Perhaps I should write up an example? Best Regards Herremann the Wise [/QUOTE]
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