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Banishing "Sacred Cows"
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<blockquote data-quote="Lord Vangarel" data-source="post: 297921" data-attributes="member: 223"><p>That's exactly my gripe with hit points. They represent damage that isn't really supposed to be damage. By definition the healing spells shouldn't be required because the damage isn't real? If the damage is real then the high level character can absorb alot more actual damage than the commoner. I think the mechanic is good and shouldn't be replaced but hit points should come back alot faster unless real damage is inflicted. So how to inflict 'real' damage? One possibility I'm considering is that all damage is subdual unless a critical hit is scored. If a critical is scored then a special 'real damage' effect occurs.</p><p></p><p>Levels are great but some of the classes don't implement them well. Front loaded classes such as the Ranger are wrong. Also why should every Monk have the same abilities (anyone remember the 1st Edition Thief?).</p><p></p><p>Instant kill spells should allow saves. Harm is the often quoted killer spell example. 3E has balanced alot of the spells, go the whole way and finish the job.</p><p></p><p>My only other concern is potentially differing rules as high levels approach. Having spells in levels sets a straight jacket that hits problems at high levels. Sure for those that don't play that high it's great but for those that do the ELH introduces a different mechanic. Why? You spend years learning to play the game and then the designers say it doesn't work once you get past this point. Also the attacks and saves, they say that the reason they become standard for all classes is a character may make a difficult save on say Fortitude every time but have no chance with Willpower. I'd like a system where classes scale indefinately without requiring a different ruleset. It appears that they said ok, we're going to redesign D&D but we'll only consider it to 20th level. Then a couple of years later they say wow loads of people want to play higher level games but no one thought of that when the original rules were put together.</p></blockquote><p></p>
[QUOTE="Lord Vangarel, post: 297921, member: 223"] That's exactly my gripe with hit points. They represent damage that isn't really supposed to be damage. By definition the healing spells shouldn't be required because the damage isn't real? If the damage is real then the high level character can absorb alot more actual damage than the commoner. I think the mechanic is good and shouldn't be replaced but hit points should come back alot faster unless real damage is inflicted. So how to inflict 'real' damage? One possibility I'm considering is that all damage is subdual unless a critical hit is scored. If a critical is scored then a special 'real damage' effect occurs. Levels are great but some of the classes don't implement them well. Front loaded classes such as the Ranger are wrong. Also why should every Monk have the same abilities (anyone remember the 1st Edition Thief?). Instant kill spells should allow saves. Harm is the often quoted killer spell example. 3E has balanced alot of the spells, go the whole way and finish the job. My only other concern is potentially differing rules as high levels approach. Having spells in levels sets a straight jacket that hits problems at high levels. Sure for those that don't play that high it's great but for those that do the ELH introduces a different mechanic. Why? You spend years learning to play the game and then the designers say it doesn't work once you get past this point. Also the attacks and saves, they say that the reason they become standard for all classes is a character may make a difficult save on say Fortitude every time but have no chance with Willpower. I'd like a system where classes scale indefinately without requiring a different ruleset. It appears that they said ok, we're going to redesign D&D but we'll only consider it to 20th level. Then a couple of years later they say wow loads of people want to play higher level games but no one thought of that when the original rules were put together. [/QUOTE]
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