Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Counting blows instead of HP
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ravenheart" data-source="post: 5703425" data-attributes="member: 72088"><p>Apparently the series of articles I wrote a few months back has stirred some conversation, so I thought I'd pop by.</p><p></p><p></p><p></p><p>Glad you like it! </p><p></p><p></p><p></p><p>Well, the idea was that everyone <strong>should </strong>be dealing hard hits. This might have been a bit confusing, since I altered my formula while writing this series (brought it up in part 2). Apologies for that!</p><p></p><p>A hard hit represents 1/8 of a monsters hit points, which means that a party of 4 non-strikers should be able to take one out in no more than 2 full rounds (assuming each party member attacks once every round). Note that the threshold is modelled after the average expectations of <strong>at-will </strong>damage, incorporating likelyhood of landing a hit, miss effects etc.</p><p></p><p>This might seem a bit on the slow side, but this also assumes no strikers, extra damage, terrain effects, encounter/daily powers, action points, minor action attacks etc. Considering those it quickly speeds things up.</p><p></p><p>And when it comes to the multiples, that's where the chart comes in handy: it's an easy reference guide, and you'd still be adding all those dice and modifiers together with this system.</p><p></p><p></p><p></p><p>The soft hit threshold is really there to mitigate trivial and incidental damage, but also to buff up higher level monsters (and encourage players switching to more potent powers). It works sort of like damage resistance, but I must confess it might be a tad too much at higher levels as it effectively renders low ongoing damage obsolete. One idea is to have ongoing damage "burn" the thresholds a bit for a turn, making it easier to damage the monster temporarily.</p><p></p><p>And as Viking said, a low roll can be narrated just like that. This is all off-screen anyway, so why bother with such miniscule detail and micromanagement? It's not like it makes much of a difference. And I always feel it is sort of silly and anti-climactic when a monster is bloodied or killed by falling on its own feet or something similar (barring the case where such hilarity is called for and appropriate, of course). </p><p></p><p>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:</p><p></p><p>1. <strong>Player Insecurity</strong>: I didn't openly present this system to my players at first, partially to see how they responded to it without knowing of it (this was a behind-the-screen tool for me as a DM anyway, and I was fairly condifent in its balance. If issues would arise, I could just wing it.). I noticed that the players started to feel unsure about what effect their damage had on the enemy, and as the game continued and I bit by bit revealed and exposed my system to them some of them started to speculate how they should retool their characters to better handle such a system. This made me realize how important metagame assumptions and rules transparency is to 4E (especially compared to the olden thymes when players got their hands severed if they so much as touched the DMG or MM). Something to keep in mind at least.</p><p></p><p>2. <strong>Minions</strong>: As I explained in my article, I use the two-hit minion variety. To compensate for this, they lose their immunity to miss effects. Also, their soft hit threshold is always 0. This accomplishes several things. First, any two separate instances of damage will kill them, regardless of their level or hard hit threshold. This makes environmental factors and splash damage deadly to them. Second, dailys with miss effects are much cooler. Third, minions can be bloodied, which opens up new design space (without much micromanagement). Just find some convenient way of tracking which is which and you're all set to go.</p><p></p><p>3. <strong>Incidental Soft Hits</strong>: Although the system is built to compensate for low and high damage based on averages, it made me cringe every time a player just fell short of hitting a multiplier, ergo they <em>lost </em>a good portion of their damage. So I started ahnding out an incidental soft hit like it was candy. And I just did it ad hoc; if it made sense that they should be dealing more damage or bloodying/killing a creature in that one epic blow, fine by me. I mean, a crit is always a crit, right? So I house ruled my own house rule: If appropriate, add an incidental soft hit or treat a near multiple of a hard hit as a multiple.</p><p></p><p>----------------------------</p><p></p><p>Now, before anyone points it out: Yes, this has little to do with implementing a blow by blow system instead of Hit Points for PCs as my work has been all about monsters/NPCS. </p><p></p><p>But maybe there are things to be learned from it, something one can adapt to fit the other side of the table. That's what I'm thinking, at least.</p><p></p><p>Anyway, thanks for the feedback!</p><p></p><p>/Haze</p></blockquote><p></p>
[QUOTE="ravenheart, post: 5703425, member: 72088"] Apparently the series of articles I wrote a few months back has stirred some conversation, so I thought I'd pop by. Glad you like it! Well, the idea was that everyone [B]should [/B]be dealing hard hits. This might have been a bit confusing, since I altered my formula while writing this series (brought it up in part 2). Apologies for that! A hard hit represents 1/8 of a monsters hit points, which means that a party of 4 non-strikers should be able to take one out in no more than 2 full rounds (assuming each party member attacks once every round). Note that the threshold is modelled after the average expectations of [B]at-will [/B]damage, incorporating likelyhood of landing a hit, miss effects etc. This might seem a bit on the slow side, but this also assumes no strikers, extra damage, terrain effects, encounter/daily powers, action points, minor action attacks etc. Considering those it quickly speeds things up. And when it comes to the multiples, that's where the chart comes in handy: it's an easy reference guide, and you'd still be adding all those dice and modifiers together with this system. The soft hit threshold is really there to mitigate trivial and incidental damage, but also to buff up higher level monsters (and encourage players switching to more potent powers). It works sort of like damage resistance, but I must confess it might be a tad too much at higher levels as it effectively renders low ongoing damage obsolete. One idea is to have ongoing damage "burn" the thresholds a bit for a turn, making it easier to damage the monster temporarily. And as Viking said, a low roll can be narrated just like that. This is all off-screen anyway, so why bother with such miniscule detail and micromanagement? It's not like it makes much of a difference. And I always feel it is sort of silly and anti-climactic when a monster is bloodied or killed by falling on its own feet or something similar (barring the case where such hilarity is called for and appropriate, of course). 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: 1. [B]Player Insecurity[/B]: I didn't openly present this system to my players at first, partially to see how they responded to it without knowing of it (this was a behind-the-screen tool for me as a DM anyway, and I was fairly condifent in its balance. If issues would arise, I could just wing it.). I noticed that the players started to feel unsure about what effect their damage had on the enemy, and as the game continued and I bit by bit revealed and exposed my system to them some of them started to speculate how they should retool their characters to better handle such a system. This made me realize how important metagame assumptions and rules transparency is to 4E (especially compared to the olden thymes when players got their hands severed if they so much as touched the DMG or MM). Something to keep in mind at least. 2. [B]Minions[/B]: As I explained in my article, I use the two-hit minion variety. To compensate for this, they lose their immunity to miss effects. Also, their soft hit threshold is always 0. This accomplishes several things. First, any two separate instances of damage will kill them, regardless of their level or hard hit threshold. This makes environmental factors and splash damage deadly to them. Second, dailys with miss effects are much cooler. Third, minions can be bloodied, which opens up new design space (without much micromanagement). Just find some convenient way of tracking which is which and you're all set to go. 3. [B]Incidental Soft Hits[/B]: Although the system is built to compensate for low and high damage based on averages, it made me cringe every time a player just fell short of hitting a multiplier, ergo they [I]lost [/I]a good portion of their damage. So I started ahnding out an incidental soft hit like it was candy. And I just did it ad hoc; if it made sense that they should be dealing more damage or bloodying/killing a creature in that one epic blow, fine by me. I mean, a crit is always a crit, right? So I house ruled my own house rule: If appropriate, add an incidental soft hit or treat a near multiple of a hard hit as a multiple. ---------------------------- Now, before anyone points it out: Yes, this has little to do with implementing a blow by blow system instead of Hit Points for PCs as my work has been all about monsters/NPCS. But maybe there are things to be learned from it, something one can adapt to fit the other side of the table. That's what I'm thinking, at least. Anyway, thanks for the feedback! /Haze [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Counting blows instead of HP
Top