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Community
General Tabletop Discussion
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Combat tweaks I would like to see.
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<blockquote data-quote="Szatany" data-source="post: 5831337" data-attributes="member: 21178"><p>While I'm not a fan of sacred cows for beef's sake, I'm not that quick to dispose of them. D&D is an unique game and has to stay unique. If you kill all sacred cows, you risk killing the identity, the spirit of the game. This is unacceptable. It's worth suffering the presence of some sacred cows to preserve D&D's identity.</p><p></p><p>I disagree with this, but I do because I prefer HP to represent minor damage, stamina loss, etc. to the character. For serious damage and critical hits I want a wound system.</p><p></p><p>Don't like that because it still allows cleric to spam heals at someone to heal him. To me, if someone is seriously hurt, you need serious measure to heal him. To compare this with real life, if someone takes a shallow cut, you bandage it. If it's a deep cut however, you can't simply put twice that many bandages over it - you will need sutures. </p><p>I already proposed a solution in another thread. In short, different types of healing can only raise your HP up to a certain limit. For example, combat healing spells (spells that take a round to cast or less) will only heal a character up to his 1/3rd or perhaps 1/2nd total HP. Short rest will heal few HP, but only up to 1/3rd of total HP. etc.</p><p></p><p> </p><p>A sizeable amount of HP per level is a sacred cow I'd like to keep. </p><p></p><p> </p><p>Agreed on all counts.</p><p> </p><p> I like critical hits so I want them in my game. Plus there are many ways to implement them. Critical hits could cause: extra hp loss, wounds, loss of actions, debuff conditions.</p><p></p><p> I say armor should be both. The material armor is made of should determine its DR. The coverage of body should determine its AC bonus. </p><p></p><p></p><p> Seems unnecessary. Size already affects strength which affects damage.</p></blockquote><p></p>
[QUOTE="Szatany, post: 5831337, member: 21178"] While I'm not a fan of sacred cows for beef's sake, I'm not that quick to dispose of them. D&D is an unique game and has to stay unique. If you kill all sacred cows, you risk killing the identity, the spirit of the game. This is unacceptable. It's worth suffering the presence of some sacred cows to preserve D&D's identity. I disagree with this, but I do because I prefer HP to represent minor damage, stamina loss, etc. to the character. For serious damage and critical hits I want a wound system. Don't like that because it still allows cleric to spam heals at someone to heal him. To me, if someone is seriously hurt, you need serious measure to heal him. To compare this with real life, if someone takes a shallow cut, you bandage it. If it's a deep cut however, you can't simply put twice that many bandages over it - you will need sutures. I already proposed a solution in another thread. In short, different types of healing can only raise your HP up to a certain limit. For example, combat healing spells (spells that take a round to cast or less) will only heal a character up to his 1/3rd or perhaps 1/2nd total HP. Short rest will heal few HP, but only up to 1/3rd of total HP. etc. A sizeable amount of HP per level is a sacred cow I'd like to keep. Agreed on all counts. I like critical hits so I want them in my game. Plus there are many ways to implement them. Critical hits could cause: extra hp loss, wounds, loss of actions, debuff conditions. I say armor should be both. The material armor is made of should determine its DR. The coverage of body should determine its AC bonus. Seems unnecessary. Size already affects strength which affects damage. [/QUOTE]
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Combat tweaks I would like to see.
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