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Combat tweaks I would like to see.
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<blockquote data-quote="enigma5915" data-source="post: 5831570" data-attributes="member: 60095"><p><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-size: 12px">I agree with the notion of sacred cows not needing to be sacred. As a matter of fact, they can be tasty when bbqed. I have had similar thoughts with the OP considering the same subjects although I decided on different mechanics to achieve what I was looking for. </span></span></span></p><p><strong><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-size: 12px">HPs</span></span></span></strong></p><p><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-size: 12px">I replaced the concept of “hit points” with damage capacity. I use various forms of damage capacity and I’m still developing it. I use physical damage capacity (PDC) to represent a creature’s limit of physical trauma. To determine the PDC, I simply multiply a creatures con score by the creatures size modifier. For example a medium sized creature has a size modifier of 6, and multiplied by a con score of 10 would result in a PDC of 60. The key is that this number never changes unless the creature’s size or con score changes. One can only take so much physical trauma. I also track damage by quarters of capacity for taking wound damage penalties (i.e. the dreaded death spiral). I do this for fatigue and mental damage as well with each their own capacities. There is much more to all of this, I’m just trying to sum up for brevities sake. </span></span></span></p><p><strong><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-size: 12px">AC</span></span></span></strong></p><p><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-size: 12px">I replaced armor class with defense and all armor provides damage reduction, but armor does hinder maneuverability in some cases. </span></span></span></p><p><strong><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-size: 12px">Opposed rolls</span></span></span></strong></p><p><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-size: 12px">I also use opposed rolls for shield blocking and parrying. </span></span></span></p><p><strong><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-size: 12px">Damage</span></span></span></strong></p><p><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-size: 12px">I removed rolling for damage and instead each weapon has a fixed damage (modified by its size) and the damage done is the base weapon damage plus the characters/creatures skill modifier. And criticals do 1.5 damage.</span></span></span></p><p><strong><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-size: 12px">In the End</span></span></span></strong></p><p><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-size: 12px">Again all of this is just a brief summary of what I’ve done. I based all my changes on applying some sort of semi-realist approaches to system mechanics and that form follows function and in addition, words do matter. The words chosen to describe something should indicate what that something is to assist with intuitiveness in the rules. (I’m looking at you bloodied condition)The result has been somewhat more realistic feeling combats. Bigger is tougher, damage hurts, hurting sucks, and the like are true things. This leads to creatures trying to avoid getting hurt (I know, what a silly and wacky concept). And these changes have sped up combat, not slowed it down. The only die used is a D20. Its crazy how that alone sped the game up sooo much. Searching for the right dice is more common than I thought and more time consuming than I expected. Adding the opposed rolls is offset by fixed damage.</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="color: white"><span style="font-family: 'Calibri'">None of this makes it seem any less D&D…its more like better D&D </span></span><span style="color: white"><span style="font-family: 'Wingdings'"><span style="font-family: 'Wingdings'"><img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </span></span></span></span></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'">So, I totally see where you are going Boredgremlin and I think it’s a good place. </span></span></span></p><p> </p><p> </p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'">Who’s up for sacred steak?</span></span></span></p><p><img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p></blockquote><p></p>
[QUOTE="enigma5915, post: 5831570, member: 60095"] [COLOR=white][FONT=Calibri][SIZE=3]I agree with the notion of sacred cows not needing to be sacred. As a matter of fact, they can be tasty when bbqed. I have had similar thoughts with the OP considering the same subjects although I decided on different mechanics to achieve what I was looking for. [/SIZE][/FONT][/COLOR] [B][COLOR=white][FONT=Calibri][SIZE=3]HPs[/SIZE][/FONT][/COLOR][/B] [COLOR=white][FONT=Calibri][SIZE=3]I replaced the concept of “hit points” with damage capacity. I use various forms of damage capacity and I’m still developing it. I use physical damage capacity (PDC) to represent a creature’s limit of physical trauma. To determine the PDC, I simply multiply a creatures con score by the creatures size modifier. For example a medium sized creature has a size modifier of 6, and multiplied by a con score of 10 would result in a PDC of 60. The key is that this number never changes unless the creature’s size or con score changes. One can only take so much physical trauma. I also track damage by quarters of capacity for taking wound damage penalties (i.e. the dreaded death spiral). I do this for fatigue and mental damage as well with each their own capacities. There is much more to all of this, I’m just trying to sum up for brevities sake. [/SIZE][/FONT][/COLOR] [B][COLOR=white][FONT=Calibri][SIZE=3]AC[/SIZE][/FONT][/COLOR][/B] [COLOR=white][FONT=Calibri][SIZE=3]I replaced armor class with defense and all armor provides damage reduction, but armor does hinder maneuverability in some cases. [/SIZE][/FONT][/COLOR] [B][COLOR=white][FONT=Calibri][SIZE=3]Opposed rolls[/SIZE][/FONT][/COLOR][/B] [COLOR=white][FONT=Calibri][SIZE=3]I also use opposed rolls for shield blocking and parrying. [/SIZE][/FONT][/COLOR] [B][COLOR=white][FONT=Calibri][SIZE=3]Damage[/SIZE][/FONT][/COLOR][/B] [COLOR=white][FONT=Calibri][SIZE=3]I removed rolling for damage and instead each weapon has a fixed damage (modified by its size) and the damage done is the base weapon damage plus the characters/creatures skill modifier. And criticals do 1.5 damage.[/SIZE][/FONT][/COLOR] [B][COLOR=white][FONT=Calibri][SIZE=3]In the End[/SIZE][/FONT][/COLOR][/B] [COLOR=white][FONT=Calibri][SIZE=3]Again all of this is just a brief summary of what I’ve done. I based all my changes on applying some sort of semi-realist approaches to system mechanics and that form follows function and in addition, words do matter. The words chosen to describe something should indicate what that something is to assist with intuitiveness in the rules. (I’m looking at you bloodied condition)The result has been somewhat more realistic feeling combats. Bigger is tougher, damage hurts, hurting sucks, and the like are true things. This leads to creatures trying to avoid getting hurt (I know, what a silly and wacky concept). And these changes have sped up combat, not slowed it down. The only die used is a D20. Its crazy how that alone sped the game up sooo much. Searching for the right dice is more common than I thought and more time consuming than I expected. Adding the opposed rolls is offset by fixed damage.[/SIZE][/FONT][/COLOR] [SIZE=3][COLOR=white][FONT=Calibri]None of this makes it seem any less D&D…its more like better D&D [/FONT][/COLOR][COLOR=white][FONT=Wingdings][FONT=Wingdings]:lol: [/FONT][/FONT][/COLOR][/SIZE] [COLOR=white][SIZE=3][FONT=Calibri]So, I totally see where you are going Boredgremlin and I think it’s a good place. [/FONT][/SIZE][/COLOR] [COLOR=white][SIZE=3][FONT=Calibri]Who’s up for sacred steak?[/FONT][/SIZE][/COLOR] :devil: [/QUOTE]
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