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D20 Future Q&A With Rodney "Moridin" Thompson and JD Wiker!!
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<blockquote data-quote="RodneyThompson" data-source="post: 1703771" data-attributes="member: 3594"><p>Not clunky at all...but why do you need a hit location chart for that? Why can't that just be the normal description type stuff you use in combat? See, to me, hit points represent more than just how much damage you can take, encompassing everything from near-misses and glancing blows to actual physical damage. Otherwise, the HP increase as you gain experience makes little sense. Just because I've been in combat longer means my body can take more damage? Seems odd.</p><p></p><p>I agree with JD, though I <em>love</em> a hit location chart for critical hits <strong>only</strong>. Otherwise, you have to add in things like called shot mechanics (open for abuse, as stated above) and then a constant breakdown of hit points into individual body/ship parts. That might be fine for a starship, but annoying for characters with dynamic HP totals. Add in annoyances like autofire aiming etc, and it really gets overly complex, especially for a fast-paced game. </p><p></p><p>One point that I think is correct is this one:</p><p></p><p>Bingo. I concur 100%. This is why I love a critical hit chart, but never use it in normal combat. And as the ship takes damage, all you need to do is make rolls on this chart. For example, a note that says "when a ship reaches 50%, 25%, 10%, and 5% hull points, roll on the critical hits table" suits me just fine. </p><p></p><p>While I sympathize with <strong>Ranger REG</strong>'s desire to target ship components in combat, I don't think a distributed hull point system is the answer. After all, how would you cover all the possibilities? What's to say that one ship's shield generators don't take up 80% of its hull points, while another takes up a measly 10%? You can never cover all the possibilities like that. I have yet to find a suitable mechanic for targeting individual sections (such as Engineering, Bridge, etc.), though targeting individual weapon batteries, external shield generators, etc. is as simple as considering them individual targets with their own hull points, Defense, etc.</p></blockquote><p></p>
[QUOTE="RodneyThompson, post: 1703771, member: 3594"] Not clunky at all...but why do you need a hit location chart for that? Why can't that just be the normal description type stuff you use in combat? See, to me, hit points represent more than just how much damage you can take, encompassing everything from near-misses and glancing blows to actual physical damage. Otherwise, the HP increase as you gain experience makes little sense. Just because I've been in combat longer means my body can take more damage? Seems odd. I agree with JD, though I [i]love[/i] a hit location chart for critical hits [b]only[/b]. Otherwise, you have to add in things like called shot mechanics (open for abuse, as stated above) and then a constant breakdown of hit points into individual body/ship parts. That might be fine for a starship, but annoying for characters with dynamic HP totals. Add in annoyances like autofire aiming etc, and it really gets overly complex, especially for a fast-paced game. One point that I think is correct is this one: Bingo. I concur 100%. This is why I love a critical hit chart, but never use it in normal combat. And as the ship takes damage, all you need to do is make rolls on this chart. For example, a note that says "when a ship reaches 50%, 25%, 10%, and 5% hull points, roll on the critical hits table" suits me just fine. While I sympathize with [b]Ranger REG[/b]'s desire to target ship components in combat, I don't think a distributed hull point system is the answer. After all, how would you cover all the possibilities? What's to say that one ship's shield generators don't take up 80% of its hull points, while another takes up a measly 10%? You can never cover all the possibilities like that. I have yet to find a suitable mechanic for targeting individual sections (such as Engineering, Bridge, etc.), though targeting individual weapon batteries, external shield generators, etc. is as simple as considering them individual targets with their own hull points, Defense, etc. [/QUOTE]
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