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*TTRPGs General
Counting blows instead of HP
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<blockquote data-quote="ferratus" data-source="post: 5702133" data-attributes="member: 55966"><p>[MENTION=9618]Viking[/MENTION] - That does have a lot of good ideas, though my gut tells me it might be needlessly complex. I like the formula for determining how many boxes you get, but I'm not sure about the threshold for a solid blow. It seems like it would get frustrating to turn a low damage blow into an outright miss, when hitting defenses if often difficult to start with.</p><p></p><p>[MENTION=13968]MatthewJHanson[/MENTION] - Yes, you would lose a bit of that flexibility to determine the degree of the wound. Your mileage may vary on this, because I'm generally someone who believes that weapons shouldn't do more or less damage. You only need 3 inches to kill a man, so why does a plunging dagger do less damage than a longsword? A longsword doesn't create more grevious wounds than a dagger, it simply has better capabilities of reach and defense. </p><p></p><p>As well, remember that unless we're dealing with the last body blow before death, the character isn't considered to be physically wounded. A better term is needed mayhaps for counting how many blows you can withstand before your defenses are down and the killing blow is struck. An axe is only slightly more lethal than a club when your defenses are down, but an axe is much better at tearing apart defenses like shields and armor (especially chainmail). So maybe that's where we should look for differentiation. As for the difference of raw strength, I think that can be accounted for simply by having the orc with the great axe hit more often in melee due to his strength influencing the attack roll.</p><p></p><p>[MENTION=21556]Jester[/MENTION] - Monsters can be customized to do count more blows for a single attack, or to be able to take more blows based on strength or creature type respectively. One could also add conditions like dazing or knocking a character prone to represent the force of a blow.</p><p></p><p>[MENTION=34194]byron[/MENTION]D - I know you don't like experimenting with core game mechanics. That's why I put the "Game Theory" tag on it so you would know to avoid it and not be tiresome. I would like to tinker with the implications of not using HP today, not get into an argument about the superiority of D&D mechanics of a particular edition today. </p></blockquote><p></p>
[QUOTE="ferratus, post: 5702133, member: 55966"] [MENTION=9618]Viking[/MENTION] - That does have a lot of good ideas, though my gut tells me it might be needlessly complex. I like the formula for determining how many boxes you get, but I'm not sure about the threshold for a solid blow. It seems like it would get frustrating to turn a low damage blow into an outright miss, when hitting defenses if often difficult to start with. [MENTION=13968]MatthewJHanson[/MENTION] - Yes, you would lose a bit of that flexibility to determine the degree of the wound. Your mileage may vary on this, because I'm generally someone who believes that weapons shouldn't do more or less damage. You only need 3 inches to kill a man, so why does a plunging dagger do less damage than a longsword? A longsword doesn't create more grevious wounds than a dagger, it simply has better capabilities of reach and defense. As well, remember that unless we're dealing with the last body blow before death, the character isn't considered to be physically wounded. A better term is needed mayhaps for counting how many blows you can withstand before your defenses are down and the killing blow is struck. An axe is only slightly more lethal than a club when your defenses are down, but an axe is much better at tearing apart defenses like shields and armor (especially chainmail). So maybe that's where we should look for differentiation. As for the difference of raw strength, I think that can be accounted for simply by having the orc with the great axe hit more often in melee due to his strength influencing the attack roll. [MENTION=21556]Jester[/MENTION] - Monsters can be customized to do count more blows for a single attack, or to be able to take more blows based on strength or creature type respectively. One could also add conditions like dazing or knocking a character prone to represent the force of a blow. [MENTION=34194]byron[/MENTION]D - I know you don't like experimenting with core game mechanics. That's why I put the "Game Theory" tag on it so you would know to avoid it and not be tiresome. I would like to tinker with the implications of not using HP today, not get into an argument about the superiority of D&D mechanics of a particular edition today. [U][/U] [/QUOTE]
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