Cergorach
The Laughing One
Torn Asunder: Critical HitsThe Grumpy Celt said:I don't know of any d20 model that provides rules for that, not even with swords, arrows and lightening bolts.
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Torn Asunder: Critical HitsThe Grumpy Celt said:I don't know of any d20 model that provides rules for that, not even with swords, arrows and lightening bolts.
Very true. And, philosophically, I don't have a problem with that, but an abstracted damage system shouldn't be folded into a more detailed tactical movement system.BiggusGeekus said:D&D/d20 is more heroic. Hit points are a highly abstract system which doesn't really translate well into real-world terms.
But does it have to be as detailed as hit locations? Perhaps you'd prefer a Damage check mechanic as found in Mutants and Masterminds?CarlZog said:Overall, I like the system, and I don't want to dumb down the rest of the combat rules, but I'd like to find a damage system that reflects and contributes to the tactical decision-making.
I don't necessarily need hit locations. I haven't played Mutants, but I have started looking at Alternity, whose "Durability" system of different types of damage seems like it might be a big step toward my goals.jmucchiello said:But does it have to be as detailed as hit locations? Perhaps you'd prefer a Damage check mechanic as found in Mutants and Masterminds?
Well said. There's quite a disconnect between the hyper-detailed tactically aspects of the game and the nebulous nature of hits and damage.CarlZog said:There are reams of rules on combat movement, cover, flanking, line of sight, attacks of opportunity, multiple attacks, etc. Then the final goal of all this maneuvering (inflicting and avoiding damage) is boiled down to a simple number of hit points whose loss isn't noticed 'til you pass out.
Simply switching to M&M's Damage Save is a move in the "right" direction (right for CarlZog's goals), and with a few tweaks it can offer extra (GM-adjudicated) detail. E.g., a "stunned" result could be replaced with a "crippled limb" result.jmucchiello said:But does it have to be as detailed as hit locations? Perhaps you'd prefer a Damage check mechanic as found in Mutants and Masterminds?
If you're shooting like that, you're making a coup de grace and you won't keep shooting yourself unconscious. And, believe it or not, a fair amount of people survive head shots.CarlZog said:"Using your current small arms combat system, place the muzzle of a large calibre pistol between your character's eyes. Squeeze the trigger. Continue squeezing the trigger until the character falls unconscious. Then, have a friend put a band-aid over that nasty .45 calibre dent in his skull and try not to get him shot too often in the week or two it takes to heal."
In the real world, you can survive dozens of stab wounds. Or a half-dozen gunshots. Or you can die from a single .22 bullet in the arm. The real world isn't simply more lethal than D&D; it's differently lethal.robberbaron said:The main problem I see with realistic firearms rules is that the game stops being fun for the players.
In the real world, you can die after one hit from pretty much any size of weapon.