Aaron
First Post
Dodge the breath of a red wyrm while he uses the Snatch feat against you (3.5).You can dodge a Tyrannosauraus Rex. Wanna see how you dodge a lava pit if you're already falling.
-YRUSirius
Your replies have been covered a while ago.
Dodge the breath of a red wyrm while he uses the Snatch feat against you (3.5).You can dodge a Tyrannosauraus Rex. Wanna see how you dodge a lava pit if you're already falling.
-YRUSirius
As a module I think this would be fine - it supports some specific world-model elements that people might want without warping the other rules to do so. I could see variants of this working, too, with conditions like Daze and Stun being applied for serious falls.I understand what you're saying. HP's being at the levels they are, or climbing to the levels they do, does seem to be a problem to some. It's not a problem to me, because I don't see Hit Points as purely physical, I see them as an abstract quantification of luck, stamina, ability to avoid or turn damage, fatigue, and yes, a bit of phyisical damage. I'm fine with other people thinking differently. But I don't think Hit Point levels are the core of the problem. I think that, mechanically, fixing the problem with realism (like falling) by reducing Hit Points is a mechanically poor way to do it. I'd much rather want the damage expression of a fall to be changed. Like what Elf Witch was saying. Higher Hip Point loss for falls (more than just 1d10 per 10 foot), and a save vs. death after a certain height (for me, anything above 20").
In actual fact I am pretty sure arrows can be dodged for a variety of circumstances. I used to shoot longbow in field archery, and have stood near targets as people were shooting to announce scores. Dodging wayward arrows was quite easy, but its very important to note that (a) the range was more like what one would see in a real battle - 60 feet plus - than is typical in a D&D 'battle', and (b) there was nothing else of similar note going on, so I was concentrating totally on watching the archer (and could bar them from shooting while I was not). I think the "use of dodging" thing has a much wider range of issues, to be honest. For one-on-one duels it's dandy, but for a confused melee it becomes near-worthless and other factors, such as teamwork (covering your buddies) and fatigue - as well as the sort-of-analogue footwork - come to the fore.As for Archers, I'd fix it by not allowing Dex or Defense bonuses to be part of avoiding an arrow, only armor and shields. In real life, nobody has the ability to "dodge" arrows in real combat. People do put on exhibitions of this, but it's from a specific distance, and constistently practiced at that distance, with the same bow, same arrows, same everything, so that it's just a matter of timing. In real combat, those are variables one can only guess at, and though someone might occasionally get lucky and dodge or bat away an arrow, they are still going to be hit more times than they succeed.
If you have problems with hit points, it seems likely to me that you would also have an issue with skills and such advancing in lock-step. Surely, at this stage, a system of independent skills and talents would be preferable? Some could be grouped, as you find in DragonQuest (not the boardgame, the RPG), but they are trained in/bought separately. This also allows increasing skill to come from practice and training instead of killing things and taking their stuff...While I don't want to cease increasing Hit Points as one levels, I can see that those that do would still have an use for levels. They are still a representation of "aquired experience" and would still determing when one learns new Feats, Skills, or Abilities. Even in the real world, we continue to grow and learn new things.
I'm not going to argue with wanting to support more play styles - as many as possible - because that's like arguing against free money. Obviously, it's desirable as long as the side effects aren't taken into account.It's ability to support different play styles can be inclusive of other play styles (by supporting them), or exclusive of other play styles (by not supporting them or supporting one exclusively).
Sure.As to the rest, I guess we'll just have to agree to disagree.
Huh? On the mojo interpretation of hp, this is exactly what hp are.Han is absolutely an Ordinary Hero. He has no special abilities, no magical force to protect him, no massive amount of Hit Points...just the guts to dare things that others don't. Those guts are something that D&D does not, and has never, quantified.
In AD&D I would say that this isn't an issue, so much as a deliberate design decision (see Gygax on the rationale for saving throws, in particular - the whole point is that you get a save vs dragon breath even if you're chained helpless to a rock face).The issue with HP are that they are applied all the time, despite there being situations where certain aspects of it don't apply.
You can dodge a Tyrannosauraus Rex. Wanna see how you dodge a lava pit if you're already falling.
-YRUSirius
Ingame coherence. Your proposal has none.So what exactly is the problem?
It's not like you have any kind of common sense. You have a selective blindness that works for you because you are blind, but that does not make your "way to play D&D" possesing any kind of common sense. When a Huge Dragon comes and uses the "crush" ability and lands *on* your character, pinning him, that's 5+ tons crushing you. Making him survive because he has more HP than the crush damage does not make more "common sense" than surviving 100' falls in any sense. Actually, quite the opposite.Are you a rules layer who just looks at hit points without using common DM sense?
When a Huge Dragon comes and uses the "crush" ability and lands *on* your character, pinning him, that's 5+ tons crushing you. Making him survive because he has more HP than the crush damage does not make more "common sense" than surviving 100' falls in any sense.
El Mahdi said:What I wonder though, is why does people clinging so hard to D&D bother you so much?
As to never being able to understand, I'd say that as long as one continues to view D&D as only one specific type of game, playable in only one specific way, then of course one will never understand.
You keep *trying* to rationalize things. If that works for your selective blindness, fair game. If that's how you want to delude yourself, fair game. But don't try to tell us that your version is "more logic" or "more common sense", because it is not. A Tyrannosaurus Rex that bites a man in the arm kills him too. Instantly. Traumatic dismemberment does kill people you know. There was a kind of execution that worked like that. And there's no way a normal human being can be chewed by a 10' jaw with more than 3000 pound force pressure and remain attached to the body. It's as much impossible as it is to survive 100' fall, or more. Same goes with a 10ton creature landing on you from the skies, even if it is in your arm or leg.Okay, then let's use common sense, shall we? Why does a character survive a dragon stepping ON him that has a crush ability? Cause the dragon doesn't crush him completely, but only get's his arm, only his leg under his feet. Dragon still pins him down and the dragon still deals massive damage.
Because he is a high level heroes. Heroes survive incredible damage all the time. Why on hell should a stupid fall kill Gandalf? He is able to fight for *weeks* against a giant sized demon that spread hot flames, and you care about falling damage? Beowulf fought one week underwater, holding his breath. Cuchulain eyes were sucked into his skull when he raged, and the warp spasm was so strong that his feet turned backwards. Several times. Why would something as stupid as a fall will damage them?So how did Gandalf survive the fall from height, after the fight with the Balrog? Didn't he fall onto the balrog?
Like this, 50''How does a character survive a 100 feet fall?
As much as they are to decide if your character survive being crushed, then snatch, then chewed by a 10 ton giant winged firrbreathing lizard.But hit points are the wrong mechanic to decide this. End of story.
Okay, well, if it's simply down to arbitrary events that you want to do far more damage than others, how can that be handled with anything but a completely arbitrary game system? Just houserule a multiplier for all the sources of "damage" that you consider "non-U", like falling damage, lava damage, whatever.What's my rationale? If a T-Rex swallows you I want the adventurer to survive and continue fighting even IN the T-Rex. If a dragon's breath is successfull I want the adventurer to be burned pretty badly, but I want him to continue. If he fall's a very big height I don't want him to continue to fight, I want him dead. He's smoosh. Nothing there to that could continue the fight. If he falls into lava he's marshmallowed and can't continue fighting cause he's stuck in the larva, he already burned down and all that (Terminator, goodbye).
Nuh-uh - dragons don't weigh 10 tons! One ton at most (they have bird-style bones and stuff). I have documentary proof; what you are suggesting here is unrealistic.As much as they are to decide if your character survive being crushed, then snatch, then chewed by a 10 ton giant winged firrbreathing lizard.