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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
D20 Future Q&A With Rodney "Moridin" Thompson and JD Wiker!!
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="JDWiker" data-source="post: 1705066" data-attributes="member: 10344"><p>I wasn't involved with the final assembly of the book, myself, but "tight" is a pretty accurate descriptor. They cut out *a lot.* Hopefully they left enough so that anyone with a little imagination can create any setting they like.</p><p></p><p></p><p></p><p>Here's the problem with a hit point threshold system (and I'm not saying I agree with it, only that this is how Wizards thinks): </p><p></p><p>It's not the way we do it. And if we change it for this system (starship combat), we have to change it for all our systems (personal combat, vehicular combat, psionic combat, and so on).</p><p></p><p>A fundamental flaw that has always existed in the d20 System (since the days of the white box) is that it built off the wargame model of "each unit can be killed with one hit, or at most, four." When you're dealing with a single model on the tabletop, with no more than 4 hit points, hit point threshold systems are not only unnecessary, but they add a level of complication for those poor wargamers who are trying to keep track of perhaps hundreds of models at the same time.</p><p></p><p>But when you add more hit points at each level, the abstract hit point system begins to unravel. Characters can survive often a dozen hits without losing effectiveness--a transparent fact at low levels, but increasingly obvious as the character advances in level. So, eventually, you get characters who can fall 20 stories, get up, and charge right into combat. It's ridiculous, but it's an artifact of the system, and even if Wizards wanted to change it, too many of the grognards would complain too loudly. (Personally, I think it's worth alienating the "1st Edition was the One True Edition!" crowd, but I don't call the shots at Wizards.)</p><p></p><p>Obviously, Wizards has toyed with a hit point threshold system before. Not only did Alternity include such a system, but Jonathan Tweet, the main 3.0 designer, designed <em>Ars Magica</em>, which uses not only a threshold system, but *fixed hit points.* (No "class," no "level," has more hit points than any other. The difference comes in how well characters can shrug off damage. But I digress.) So, clearly, it's something they *could* do, but choose not to.</p><p></p><p></p><p></p><p>It's something Wizards has done many times before. Look at <em>Xenoforms</em> for the <em>Dark*Matter</em> setting, for example.</p><p></p><p>JD Wiker</p></blockquote><p></p>
[QUOTE="JDWiker, post: 1705066, member: 10344"] I wasn't involved with the final assembly of the book, myself, but "tight" is a pretty accurate descriptor. They cut out *a lot.* Hopefully they left enough so that anyone with a little imagination can create any setting they like. Here's the problem with a hit point threshold system (and I'm not saying I agree with it, only that this is how Wizards thinks): It's not the way we do it. And if we change it for this system (starship combat), we have to change it for all our systems (personal combat, vehicular combat, psionic combat, and so on). A fundamental flaw that has always existed in the d20 System (since the days of the white box) is that it built off the wargame model of "each unit can be killed with one hit, or at most, four." When you're dealing with a single model on the tabletop, with no more than 4 hit points, hit point threshold systems are not only unnecessary, but they add a level of complication for those poor wargamers who are trying to keep track of perhaps hundreds of models at the same time. But when you add more hit points at each level, the abstract hit point system begins to unravel. Characters can survive often a dozen hits without losing effectiveness--a transparent fact at low levels, but increasingly obvious as the character advances in level. So, eventually, you get characters who can fall 20 stories, get up, and charge right into combat. It's ridiculous, but it's an artifact of the system, and even if Wizards wanted to change it, too many of the grognards would complain too loudly. (Personally, I think it's worth alienating the "1st Edition was the One True Edition!" crowd, but I don't call the shots at Wizards.) Obviously, Wizards has toyed with a hit point threshold system before. Not only did Alternity include such a system, but Jonathan Tweet, the main 3.0 designer, designed [i]Ars Magica[/i], which uses not only a threshold system, but *fixed hit points.* (No "class," no "level," has more hit points than any other. The difference comes in how well characters can shrug off damage. But I digress.) So, clearly, it's something they *could* do, but choose not to. It's something Wizards has done many times before. Look at [i]Xenoforms[/i] for the [i]Dark*Matter[/i] setting, for example. JD Wiker [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
D20 Future Q&A With Rodney "Moridin" Thompson and JD Wiker!!
Top