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Combat tweaks I would like to see.
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<blockquote data-quote="El Mahdi" data-source="post: 5831713" data-attributes="member: 59506"><p>I thought I'd try my hand at some objective critiques of your ideas. In an effort to get the thread back on track.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p> </p><p> </p><p>I like this part quite a lot. I could definitely go for this. And since penalties don't accumulate until you're below 0 HP's, then there is no death spiral aspect to turn people off from this.</p><p> </p><p>The only thing I might do is change the HP values you have for size, like start at 10 for Medium, 15 for large, 20 for..., etc. And then for Con. bonuses to HP, I'd have a multiplier for starting HP and HP's earned per level from the Con. bonus. Such as x1 for Medium, x1.5 for Large, x2 for..., etc.</p><p> </p><p>This is something I might steal for my own houserules.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p></p><p> </p><p>I especially like this. One problem I've also had with D&D Healing Magic, is it doesn't use the same philosophy or definition of Hit Points. If, as Gary Gygax said, increased Hit Point with level do not represent an ability to survive more stab wounds from a sword than a 1st level character, then this is exactly what Healing Magic should do.</p><p> </p><p>The only thing I'd change is so that Healing Spells can have the same type of presentatio or feel as most of the games editions, I'd make it 1d4, 1d6, 1d8...all per level of the recipient - rather than a flat number of 1,2,4, etc. per recipient level (like you proposed).</p><p> </p><p>But I like this a lot also. Very Nice. Very Elegent. Very Simple.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>(I might steal this also...)</p><p> </p><p></p><p> </p><p>Yeah, this is okay. It would work fine. I would probably never use it, but I can see it being a module that would appeal to people for specific types of games.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p></p><p> </p><p>I agree with all of this. I've actually been using opposed rolls for quite a while now (though I also use a Defense Progression also, not just BAB progression and Armor, or Armor as DR). It has not slowed down combat one bit. And not only has it not slowed things down, but it's added an icredible amount of drama and suspense, which I've found is almost always a welcome addition to the game.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p> </p><p></p><p> </p><p>I don't have much to say either way on these. My houseruled system works differently enough that these mechanics as expressed in the game really aren't part of my game. I'm not sure I could fairly vet these for houserules or for inclusion in D&DN.</p><p> </p><p>But this...</p><p> </p><p></p><p> </p><p>I don't like. In fact, in my games I allow the use of Strength or Dexterity for attacks, and I even allow Intelligence and Wisdom.</p><p> </p><p>My reasoning: Since an attack roll is basically an abstract quantification of many things (much like HP's), then there are many Abilities that correspond with the things that make up an attack roll. Successful attacks require much more than just strength and agility, they also require a trained and disciplined mind. When that's considered, Intelligence and Wisdom are just as important an element, if not more so, than Strength and Dexterity. So...</p><p> </p><p><strong>Strength</strong> can enhance attacks by being able to power through defenses and parries. It's a philosophy of overwhelming force.</p><p> </p><p><strong>Dexterity</strong> can enhance attacks by being able to perfectly position a strike so as to slip in between defenses and exploit weak spots.</p><p> </p><p><strong>Intelligence</strong> and <strong>Wisdom</strong> can enhance attacks by being able to see and understand tells, tendencies, and weakness that others might miss. Not to mention being more likely to better know the right tactic or type of attack for a given situation. In my experience, in the real world, it's not necessarily the strongest or biggest that wins a confrontation, it's usually the smartest. (Kind of like work smarter, not harder...)</p><p> </p><p>Likewise I feel that are all contributory to any damage delivered. Strength works by hitting harder. Dexterity works by hitting more precisely. Intelligence and Wisdom work by hitting based on an understanding of critical areas of the body. Etc.</p><p> </p><p></p><p> </p><p>This seems okay to me. Though since I prefer a more narrative driven type of combat than a heavily tactical one, this is probably one I wouldn't find much of an use for. But I can see it being a nice addition to a tactically based 3E or 4E type game.</p><p> </p><p></p><p> </p><p>Yeah, I'm not a big fan of this one. Might be good for a module or add-on for some, but it does add some extra complication to the math, and a little bit more time figuring out the result of a roll. It's not necessarily a lot of complication or extra math, but there is some...and for a lot of players, any extra complication, no matter how little, is too much. Honestly, my players would also likely fall into the group that would want to pass on this.</p><p> </p><p>Personally, I like the simplicity of just having crits on natural 20's. I like the roar of approval that comes up from the group when they see someone roll a 20. I like how everyone sits and watches the roll to see if a 20 is going to come up. </p><p> </p><p></p><p> </p><p>I used to love DR. Until over and over again in actual play, I found that my players really didn't like it, and it ended up being more trouble than it was worth. One of the biggest problems was that players would continuously forget to subtract DR from any damage they incurred.</p><p> </p><p>The only way I could find to make it foolproof, was to make DR provide a percentage bonus to total Hit Points while armor was being worn, and have Hit Points drop by the same percentage when taken off. But that cause some extra math that some find too dificult. (I didn't have a problem with it, but some really don't do very well with percentage calculations...)</p><p> </p><p>Anyways, that's all for now. I definitely liked some of them, and will probably use them myself. For use in D&DN however, I don't know if they'll win people over. Sacred Cows are a very hard thing to let go of...<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 5831713, member: 59506"] I thought I'd try my hand at some objective critiques of your ideas. In an effort to get the thread back on track.:) I like this part quite a lot. I could definitely go for this. And since penalties don't accumulate until you're below 0 HP's, then there is no death spiral aspect to turn people off from this. The only thing I might do is change the HP values you have for size, like start at 10 for Medium, 15 for large, 20 for..., etc. And then for Con. bonuses to HP, I'd have a multiplier for starting HP and HP's earned per level from the Con. bonus. Such as x1 for Medium, x1.5 for Large, x2 for..., etc. This is something I might steal for my own houserules.:D I especially like this. One problem I've also had with D&D Healing Magic, is it doesn't use the same philosophy or definition of Hit Points. If, as Gary Gygax said, increased Hit Point with level do not represent an ability to survive more stab wounds from a sword than a 1st level character, then this is exactly what Healing Magic should do. The only thing I'd change is so that Healing Spells can have the same type of presentatio or feel as most of the games editions, I'd make it 1d4, 1d6, 1d8...all per level of the recipient - rather than a flat number of 1,2,4, etc. per recipient level (like you proposed). But I like this a lot also. Very Nice. Very Elegent. Very Simple.:D (I might steal this also...) Yeah, this is okay. It would work fine. I would probably never use it, but I can see it being a module that would appeal to people for specific types of games.:) I agree with all of this. I've actually been using opposed rolls for quite a while now (though I also use a Defense Progression also, not just BAB progression and Armor, or Armor as DR). It has not slowed down combat one bit. And not only has it not slowed things down, but it's added an icredible amount of drama and suspense, which I've found is almost always a welcome addition to the game.:D I don't have much to say either way on these. My houseruled system works differently enough that these mechanics as expressed in the game really aren't part of my game. I'm not sure I could fairly vet these for houserules or for inclusion in D&DN. But this... I don't like. In fact, in my games I allow the use of Strength or Dexterity for attacks, and I even allow Intelligence and Wisdom. My reasoning: Since an attack roll is basically an abstract quantification of many things (much like HP's), then there are many Abilities that correspond with the things that make up an attack roll. Successful attacks require much more than just strength and agility, they also require a trained and disciplined mind. When that's considered, Intelligence and Wisdom are just as important an element, if not more so, than Strength and Dexterity. So... [B]Strength[/B] can enhance attacks by being able to power through defenses and parries. It's a philosophy of overwhelming force. [B]Dexterity[/B] can enhance attacks by being able to perfectly position a strike so as to slip in between defenses and exploit weak spots. [B]Intelligence[/B] and [B]Wisdom[/B] can enhance attacks by being able to see and understand tells, tendencies, and weakness that others might miss. Not to mention being more likely to better know the right tactic or type of attack for a given situation. In my experience, in the real world, it's not necessarily the strongest or biggest that wins a confrontation, it's usually the smartest. (Kind of like work smarter, not harder...) Likewise I feel that are all contributory to any damage delivered. Strength works by hitting harder. Dexterity works by hitting more precisely. Intelligence and Wisdom work by hitting based on an understanding of critical areas of the body. Etc. This seems okay to me. Though since I prefer a more narrative driven type of combat than a heavily tactical one, this is probably one I wouldn't find much of an use for. But I can see it being a nice addition to a tactically based 3E or 4E type game. Yeah, I'm not a big fan of this one. Might be good for a module or add-on for some, but it does add some extra complication to the math, and a little bit more time figuring out the result of a roll. It's not necessarily a lot of complication or extra math, but there is some...and for a lot of players, any extra complication, no matter how little, is too much. Honestly, my players would also likely fall into the group that would want to pass on this. Personally, I like the simplicity of just having crits on natural 20's. I like the roar of approval that comes up from the group when they see someone roll a 20. I like how everyone sits and watches the roll to see if a 20 is going to come up. I used to love DR. Until over and over again in actual play, I found that my players really didn't like it, and it ended up being more trouble than it was worth. One of the biggest problems was that players would continuously forget to subtract DR from any damage they incurred. The only way I could find to make it foolproof, was to make DR provide a percentage bonus to total Hit Points while armor was being worn, and have Hit Points drop by the same percentage when taken off. But that cause some extra math that some find too dificult. (I didn't have a problem with it, but some really don't do very well with percentage calculations...) Anyways, that's all for now. I definitely liked some of them, and will probably use them myself. For use in D&DN however, I don't know if they'll win people over. Sacred Cows are a very hard thing to let go of...:cool: [/QUOTE]
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