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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Do TTRPGs Need to "Modernize?"
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="Celebrim" data-source="post: 9260680" data-attributes="member: 4937"><p>It works best when you have an assumption of parity or near parity going on and the only combats that matter are between those near peers. Fundamentally, Star Wars D6 uses the BRP model along with a wound track rather than a small supply of hit points. They work similarly. In both cases, things work out well when you have heavy constraints on the ranges that damage can come in and so can predict the results the armor will achieve and you've heavily constrained the armor that you can obtain. So for example, it works really well in Pendragon between typical foes and Pendragon has a bunch of meta that makes sure that foes will almost always be typical. Or, it works well most of the time in Call of Cthulhu where you have heavily constrained damage and armor on the investigators, but very open-ended amounts of damage and armor on the monsters because well, with investigator versus monster combat you just want investigators to go squish. </p><p></p><p>But it starts breaking down in situations where the meta is more open ended and anything can fight anything with anything in any situation. Pendragon gets away with it by having a meta where all fights are in armor against things pretty similar to the knight and all the fights happen where being in all that ironmongery makes sense. But that isn't going to work in D&D or generic fantasy, and in particular in addition it's not even HEMA. It's fantasy combat, and not all how armor actually works or is bypassed. In reality armor is bypassed by hitting the chinks in it, and as such a dagger is as good or better than a sword as a finishing blow. Swords don't really do more damage, they keep distance better. So you aren't actually modeling anything more realistic anyway. </p><p></p><p>One way you deal with it is the way D6 deals with it by having the armor roll also be random. But that adds complexity/time to resolution of combat and it wouldn't work necessarily for BRP/Pendragon where without that consistency combat would get excessively lethal very fast.</p><p></p><p>But pulling back a bit, regardless of which model you use, it's balanced on an assumption of on average X damage is done to the target in a round. What process of play generates that turns out not to matter all that much except in your head.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9260680, member: 4937"] It works best when you have an assumption of parity or near parity going on and the only combats that matter are between those near peers. Fundamentally, Star Wars D6 uses the BRP model along with a wound track rather than a small supply of hit points. They work similarly. In both cases, things work out well when you have heavy constraints on the ranges that damage can come in and so can predict the results the armor will achieve and you've heavily constrained the armor that you can obtain. So for example, it works really well in Pendragon between typical foes and Pendragon has a bunch of meta that makes sure that foes will almost always be typical. Or, it works well most of the time in Call of Cthulhu where you have heavily constrained damage and armor on the investigators, but very open-ended amounts of damage and armor on the monsters because well, with investigator versus monster combat you just want investigators to go squish. But it starts breaking down in situations where the meta is more open ended and anything can fight anything with anything in any situation. Pendragon gets away with it by having a meta where all fights are in armor against things pretty similar to the knight and all the fights happen where being in all that ironmongery makes sense. But that isn't going to work in D&D or generic fantasy, and in particular in addition it's not even HEMA. It's fantasy combat, and not all how armor actually works or is bypassed. In reality armor is bypassed by hitting the chinks in it, and as such a dagger is as good or better than a sword as a finishing blow. Swords don't really do more damage, they keep distance better. So you aren't actually modeling anything more realistic anyway. One way you deal with it is the way D6 deals with it by having the armor roll also be random. But that adds complexity/time to resolution of combat and it wouldn't work necessarily for BRP/Pendragon where without that consistency combat would get excessively lethal very fast. But pulling back a bit, regardless of which model you use, it's balanced on an assumption of on average X damage is done to the target in a round. What process of play generates that turns out not to matter all that much except in your head. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Do TTRPGs Need to "Modernize?"
Top