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Falling from Great Heights
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<blockquote data-quote="JamesonCourage" data-source="post: 5886005" data-attributes="member: 6668292"><p>It's definitely more rules-heavy than without the moving parts. More flexible, too. Ups and downs to rules, and all that.</p><p></p><p>The argument at the moment, however, seems to be whether or not it's possible to have a game where 12 guys with crossbows can be a threat when fighting something like a dragon. I think that's achievable without porting all of my methods over.</p><p></p><p>For example, if you have a game with even flatter math, that -1 penalty per attack means you don't need the "lucky shots" (bleeding effects, etc.), which gets rid of a lot of the fiddly bits. HP and THP is easily made less complicated (instead of getting back THP each round, get it all back after a couple minutes of rest). Make ACvS = flat=footed (no Dex or defense bonus), and no THP. Done.</p><p></p><p>It won't be nearly as flexible as my game is when it comes to things like wounds, etc., but you can pretty much add a couple steps to get a feel people like. HP/THP is basically a hit point "wounds/vitality" system. Penalties to AC are pretty easy to track, and meaningful in a game with much flatter math. ACvS is pretty easily written down as "flat-footed" and it's easy to note that you don't get your "vitalty" or "THP" on such a hit.</p><p></p><p>Just make THP scale higher than HP ("the module says all hit points past level 1 are actually THP"), and have certain effects bypass THP completely (falling, lava, being on fire, surprise attacks, etc.). Done. More complicated than HP? Oh, for sure. But, I think it's certainly something that people that want a more complicated game (those calling for more "realism" or "verisimilitude" within the flavor of this thread) can accept. Just my opinion. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5886005, member: 6668292"] It's definitely more rules-heavy than without the moving parts. More flexible, too. Ups and downs to rules, and all that. The argument at the moment, however, seems to be whether or not it's possible to have a game where 12 guys with crossbows can be a threat when fighting something like a dragon. I think that's achievable without porting all of my methods over. For example, if you have a game with even flatter math, that -1 penalty per attack means you don't need the "lucky shots" (bleeding effects, etc.), which gets rid of a lot of the fiddly bits. HP and THP is easily made less complicated (instead of getting back THP each round, get it all back after a couple minutes of rest). Make ACvS = flat=footed (no Dex or defense bonus), and no THP. Done. It won't be nearly as flexible as my game is when it comes to things like wounds, etc., but you can pretty much add a couple steps to get a feel people like. HP/THP is basically a hit point "wounds/vitality" system. Penalties to AC are pretty easy to track, and meaningful in a game with much flatter math. ACvS is pretty easily written down as "flat-footed" and it's easy to note that you don't get your "vitalty" or "THP" on such a hit. Just make THP scale higher than HP ("the module says all hit points past level 1 are actually THP"), and have certain effects bypass THP completely (falling, lava, being on fire, surprise attacks, etc.). Done. More complicated than HP? Oh, for sure. But, I think it's certainly something that people that want a more complicated game (those calling for more "realism" or "verisimilitude" within the flavor of this thread) can accept. Just my opinion. As always, play what you like :) [/QUOTE]
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