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<blockquote data-quote="Jack Daniel" data-source="post: 3312248" data-attributes="member: 694"><p>Grr... this one got me thinking. (Yes, my old arch-nemisis... Thinking... we meet again to do battle...)</p><p></p><p>Once I started to agree with what you were saying here (sort of), I realized that cutting way back on the number of multiple attacks that characters can make would be a great excuse for a whole chain-reaction of rules simplifications (most of which is actually just removing rules <em>complications</em> that I introduced myself as ill-conceived patches). See if you can follow my logic on this.</p><p></p><p>1) Fewer attacks at higher levels means that warriors are somewhat less deadly in comparison to other warriors. (I've already nerfed spell-casters by delaying their acquisition of high-level spells to OD&D levels, and whether I use AD&D/C&C or 3e/d20 style monsters will depend on what happens as playtesting marches ever onward.) This means that combat is less deadly than I would like it to be (as evinced by the fact that I was using d20 Modern style massive damage).</p><p></p><p>2) If I cap player character hit dice at 9 HD, like it was in OD&D, high-level characters can take fewer hits (only a few, but still, it's there). Combat is a little more deadly again.</p><p></p><p>3) At high levels, it's so deadly that a low massive damage threshold is a bad idea. So I can nix that rule. As much as I love it, I'm trying to strip out pointless complications here.</p><p></p><p>4) No MDT means no need to have damage-reducing armor. Another pointless complication... gone.</p><p></p><p>5) No damage-reducing armor means I don't <em>have to</em> compensate as much for high level PCs' ACs with an AC bonus... but since I still really <em>want to</em>, I'm going to make the bonus smaller and leave it at that.</p><p></p><p>This chain of tweaks, plus a few others (like rolling ability scores on 3d6 again), and all the rest of the character classes have been added to the file at the link above. The more I brainstorm (and the more old D&D I mash into these rules), the more I really, really start to like what I've got here, homely and patched together though it may be...</p></blockquote><p></p>
[QUOTE="Jack Daniel, post: 3312248, member: 694"] Grr... this one got me thinking. (Yes, my old arch-nemisis... Thinking... we meet again to do battle...) Once I started to agree with what you were saying here (sort of), I realized that cutting way back on the number of multiple attacks that characters can make would be a great excuse for a whole chain-reaction of rules simplifications (most of which is actually just removing rules [i]complications[/i] that I introduced myself as ill-conceived patches). See if you can follow my logic on this. 1) Fewer attacks at higher levels means that warriors are somewhat less deadly in comparison to other warriors. (I've already nerfed spell-casters by delaying their acquisition of high-level spells to OD&D levels, and whether I use AD&D/C&C or 3e/d20 style monsters will depend on what happens as playtesting marches ever onward.) This means that combat is less deadly than I would like it to be (as evinced by the fact that I was using d20 Modern style massive damage). 2) If I cap player character hit dice at 9 HD, like it was in OD&D, high-level characters can take fewer hits (only a few, but still, it's there). Combat is a little more deadly again. 3) At high levels, it's so deadly that a low massive damage threshold is a bad idea. So I can nix that rule. As much as I love it, I'm trying to strip out pointless complications here. 4) No MDT means no need to have damage-reducing armor. Another pointless complication... gone. 5) No damage-reducing armor means I don't [i]have to[/i] compensate as much for high level PCs' ACs with an AC bonus... but since I still really [i]want to[/i], I'm going to make the bonus smaller and leave it at that. This chain of tweaks, plus a few others (like rolling ability scores on 3d6 again), and all the rest of the character classes have been added to the file at the link above. The more I brainstorm (and the more old D&D I mash into these rules), the more I really, really start to like what I've got here, homely and patched together though it may be... [/QUOTE]
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