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*TTRPGs General
Counting blows instead of HP
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<blockquote data-quote="JamesonCourage" data-source="post: 5702164" data-attributes="member: 6668292"><p>Because unless the hit was equally lethal, the longsword does more. It's much easier for me to deal a grievous injury to someone with a longsword than with a dagger (as long as I have enough space). Especially when you start counting in thick hides and the like, which could basically make my dagger worthless, while a longsword would still be somewhat useful.</p><p></p><p></p><p>A longsword does more damage than a dagger. If this is a sticking point for you, that's fine, but I don't know how I can constructively add to the discussion (which I would like to do) when a premise is this faulty.</p><p></p><p>If the premise is, "I know that a longsword is more damaging than a dagger, but both can kill potentially kill a lot of things" I can work with that. If the premise is that a "longsword doesn't create more grevious wounds than a dagger" then I don't know how to build on it, other by disagreeing or asking for clarification before I can begin to help out.</p><p></p><p></p><p>Up to this point then, the weapons are just dealing "fate, luck, skill" damage, then? Okay, seems reasonable enough to have them be the same-ish until the actual physical damage is dealt.</p><p></p><p></p><p>This part I'm shaky on as well (and I'm not talking about the axe vs. club lethality part). Would factoring for weapon vs. armor only apply when the enemy runs out of "fate, luck, skill" hits? If you factor armor vs. weapons against all of the attacks, then are the first hits truly representing "fate, luck, skill"?</p><p></p><p></p><p>That's one way to look at it. Though now you have brawn only equates to accuracy and not to damage, which is something you may or may not be going for.</p><p></p><p>I'm not saying not to explore this system. I love messing with mechanics (it's one reason I made my own game). However, it seems like you're making things more abstract (getting rid of HP for hits) to add areas of realism (axe vs. chainmail), while handwaving certain areas (brawn only means accuracy and not damage anymore). I think you're getting mixed results on abstraction as of this point, and may want to streamline it slightly from how it's presented thus far.</p><p></p><p>But, that's just my two cents. I'm trying to give constructive feedback. The idea of hits isn't a bad one, but I don't think you should offset it with "axe vs. chainmail" as it seems counter-intuitive to your goal of further abstraction. Then again, I might have really missed the point of your goal. As always, play what you like <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></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5702164, member: 6668292"] Because unless the hit was equally lethal, the longsword does more. It's much easier for me to deal a grievous injury to someone with a longsword than with a dagger (as long as I have enough space). Especially when you start counting in thick hides and the like, which could basically make my dagger worthless, while a longsword would still be somewhat useful. A longsword does more damage than a dagger. If this is a sticking point for you, that's fine, but I don't know how I can constructively add to the discussion (which I would like to do) when a premise is this faulty. If the premise is, "I know that a longsword is more damaging than a dagger, but both can kill potentially kill a lot of things" I can work with that. If the premise is that a "longsword doesn't create more grevious wounds than a dagger" then I don't know how to build on it, other by disagreeing or asking for clarification before I can begin to help out. Up to this point then, the weapons are just dealing "fate, luck, skill" damage, then? Okay, seems reasonable enough to have them be the same-ish until the actual physical damage is dealt. This part I'm shaky on as well (and I'm not talking about the axe vs. club lethality part). Would factoring for weapon vs. armor only apply when the enemy runs out of "fate, luck, skill" hits? If you factor armor vs. weapons against all of the attacks, then are the first hits truly representing "fate, luck, skill"? That's one way to look at it. Though now you have brawn only equates to accuracy and not to damage, which is something you may or may not be going for. I'm not saying not to explore this system. I love messing with mechanics (it's one reason I made my own game). However, it seems like you're making things more abstract (getting rid of HP for hits) to add areas of realism (axe vs. chainmail), while handwaving certain areas (brawn only means accuracy and not damage anymore). I think you're getting mixed results on abstraction as of this point, and may want to streamline it slightly from how it's presented thus far. But, that's just my two cents. I'm trying to give constructive feedback. The idea of hits isn't a bad one, but I don't think you should offset it with "axe vs. chainmail" as it seems counter-intuitive to your goal of further abstraction. Then again, I might have really missed the point of your goal. As always, play what you like :) [/QUOTE]
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