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General Tabletop Discussion
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d20 Modern Damage Rules Problems
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<blockquote data-quote="comrade raoul" data-source="post: 484145" data-attributes="member: 554"><p>Those of you who make the point that "you should actually play the game" are largely right, I think. But my rules are meant to address conceptual problems, not gameplay ones. If they're successful, they won't change the gameplay at all. The "extreme damage" rule only makes a significant difference to the character's Fortitude save if they take really absurd amounts of damage in one hit (more than 50 points), or if they've been pummeled for a long time and taken an awful lot of non-lethal damage.</p><p></p><p>And I do stand by the pummeling rules. How else are you going to model a drawn-out fistfight between a pair of guys who can't hit for more non-lethal damage than their Con scores (this'd be fairly common, actually, especially for ordinaries), or a boxing match between master boxers with great Fortitude saves? They wouldn't be able to do anything to each other, unless someone got lucky and scored a critical hit (which, for the pair of ordinaries, might not even be enough) or rolled a 1 on their Fortitude save (for the boxers). And that would just reduce the fights to the person who turned got to be the first one to get a lucky or unlucky roll...</p><p></p><p>Also, one addendum to the pummeling rules. Characters can "catch their breath" as an attack <em>or</em> move action (but not both) if they can't or don't want to spend a full-round doing that: here, they eliminate 1d4+Con points of nonlethal damage. Also, catching your breath in this way provokes an attack of opportunity (whether or not it's done as a full-round action).</p></blockquote><p></p>
[QUOTE="comrade raoul, post: 484145, member: 554"] Those of you who make the point that "you should actually play the game" are largely right, I think. But my rules are meant to address conceptual problems, not gameplay ones. If they're successful, they won't change the gameplay at all. The "extreme damage" rule only makes a significant difference to the character's Fortitude save if they take really absurd amounts of damage in one hit (more than 50 points), or if they've been pummeled for a long time and taken an awful lot of non-lethal damage. And I do stand by the pummeling rules. How else are you going to model a drawn-out fistfight between a pair of guys who can't hit for more non-lethal damage than their Con scores (this'd be fairly common, actually, especially for ordinaries), or a boxing match between master boxers with great Fortitude saves? They wouldn't be able to do anything to each other, unless someone got lucky and scored a critical hit (which, for the pair of ordinaries, might not even be enough) or rolled a 1 on their Fortitude save (for the boxers). And that would just reduce the fights to the person who turned got to be the first one to get a lucky or unlucky roll... Also, one addendum to the pummeling rules. Characters can "catch their breath" as an attack [i]or[/i] move action (but not both) if they can't or don't want to spend a full-round doing that: here, they eliminate 1d4+Con points of nonlethal damage. Also, catching your breath in this way provokes an attack of opportunity (whether or not it's done as a full-round action). [/QUOTE]
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