Haze over at Exploring Infinity posted a system like this for the DM's side of the screen. Shouldn't be that difficult to convert over to the player's side.
Part 1: DnD without Hit Points, Damage without Math (Part 1) | Exploring Infinity
Part 2: DnD without Hit Points, Damage without Math (Part 2) | Exploring Infinity
Part 3: DnD without Hit Points, Damage without Math (Part 3) | Exploring Infinity
I've used this for one game so far and I like it a lot. We only used it for the monsters, though.
Red this over. Several other systems have a model similar to this but this one seems like a good representation for the DND system.
The only major issue I have is that I don't know if the damage thresholds scale properly. For example, at 1st level the damage threshold is 4. Considering most players have a 16 if not an 18 in their prime stat at 1st level then everyone is going to be dealing hard hits.
Also, I think the x2 threshold is important for big damage, but once you start going to x3 and x4 your expecting the same kind of math that the standard system requires.
I can attest to that in our last game (2nd level) we only had one soft hit. It may very well need some adjustments. I didn't mess with the thresholds, but I lowered the number of hit boxes for each monster (and increased the damage output accordingly) just because I like to keep things speedy and my players are largely inexperienced, so things have a tendency to slow down.
Now, being a low level group, nobody rolled damage under the soft threshold, but I don't plan on narrating those as 'non-hits'. Just narrate them as I would any low roll.
I also found this true while playtesting, which seems to indicate I at least somewhat succeeded in my design. A few things did occur to me though:Well, I think the tables are very handy. I just look up the numbers on the table.
I like this for the DM side of things because I find it makes keeping track of things a lot easier. The player tells me the damage he rolls and I consult the table and tick the appropriate number of boxes. Somehow, it just feels more intuitive to me.
As an aside, Nd6 yields 6^N permutations which have 31 combinations ranging from 6 - 36.
Again, this is the nature of hit points, where multiple die rolls are summed up until the total crosses some threshold. If you want any chance of a one-shot stop, then you'll almost always get a two-shot stop, maybe three-.rolling multiple dice for damage creates a bell curve. If everybody has HP that are equal to that maximum result, you've got a rarer but possible chance for a single fatal blow.
the downside is, most fights end after 2 hits. Which is pretty lethal and short.
Again, this is the nature of hit points, where multiple die rolls are summed up until the total crosses some threshold. If you want any chance of a one-shot stop, then you'll almost always get a two-shot stop, maybe three-.
If we move away from hit points though, we can move away from that pattern. For instance, if you want fights to last roughly six hits, then something more like a saving throw, with a 1-in-6 chance of going down, provides that -- but without longevity clustering tightly around six hits. Sometimes the first hit does the job, sometimes the second, ..., sometimes the sixth, etc.
Yes, one extreme version of the idea would be to fold all forms of defense and toughness into AC and all forms of attack and damage into the attack bonus, so that a successful attack roll would not mean hitting but hurting the target.an extreme of that is to rely on to-hit and BAB and everyone has 1 HP.
"You keep using that word. I do not think it means what you think it means."the storm trooper effect, where everybody misses a lot, until the fatal/disabling hit.
If not, what is the point of switching from hit points to blows? It's just the same thing with different numbers.
What you describe is more of a glass ninja.![]()
I think the Stormtrooper Effect is not that the stormtroopers miss a lot; it's that they always miss the heroes. They hit everyone else quite consistently.Nope. i meant stormtrooper. They miss a lot.
That's just realistic combat, actually.Cranking up hit DCs results in the StormTrooper Effect. A whole lot of shooting, not a lot of dying.
I think the urge to simplify the math is perfectly reasonable and even laudable, but moving from dozens of hit points to exactly six hits isn't the way to do it.I think the concept will get muddy though, when you go from "it takes 6 hits to kill a man" and then start making men that need 10, or attacks that count as 2 hits.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.