whydirt said:
1. Out of curiosity, what made you pick 5 pips per damage level? You could use different number of pips for each category to represent varying levels of cinematic/gritty combat, so that your system can be used more generally by people who want to represent armor as soaking blows and not just by those looking for Grim-n-Gritty combat. This probably was not an intended design goal, but I think it is a handy side-effect.
5 pips ended up producing the effect I most wanted. I was basing the number off the result of a d20. Assuming two opponents are equal, there's a +1 to +19 bonus to damage. I wanted it possible to disable or nearly kill a character based on the success of the d20 attack roll.
I didn't think about using the system for varying degrees of reality. You're right.
whydirt said:
2. How does healing, both natural and magical, work in this system? The most obvious conversion would be to equate healing 1 hp to one damage pip, but that isn't very gritty in my opinion.
Check the last page of the rules. It discusses healing and shows how much the various "cure" spells will recover. I didn't list every curative spell in existence, just gave enough so that you could fix others by comparison.
whydirt said:
3. The extra damage from more than 4 dice seem a bit high at just under the average result for each die (an exception being the +6 for a d20). You mention your reason behind eliminating the extra dice is because of the limited life bar, but taking a set value so close to the average random result doesn't reduce the damage that much. I think your previously used even numbers become 1s rule would work here again. Another way to do it would be to reduce all damage dice from spells by one or more steps.
It does seem a little high, but when I plotted it out, it gave the results I wanted and kept the die sizes differientiated. I reckon that anything with 4d+ damage should kill your character, unless something extraordinary takes place. I am considering collapsing the table to something like...
1d6 or less: +1 per die
1d8 to 1d10: +2 per die
1d12: +3 per die
1d20: +4 per die
...but I need some playtesting. That's why I released these rules, so y'all could give them a spin and see if they perform to expectations.
I've never been a fan of the 1s rule. I don't like reducing damage dice.
whydirt said:
4. Your critical hit rules seem more like older called shot rules since you choose your intended effect. This is not necessarily a bad thing, but I'm curious as to your reason behind making it a choice instead of a random effect. I will say that the DC formula for avoiding critical hit effects seems overly complicated. Maybe you could just make the confirmation attack roll the base DC instead?
The critical hit rules are a conversion of the older called shots. They also replace the penetration rules of the older system -- and put an end to that whole doggone argument over what things have the best penetration, along with the endless suggestions to create a comprehensive list of all weapons performance against different types of armor, along with the nasty e-mails saying that a pick isn't better than an arrow, etc., when all I intended to do in the original with the short list was give a few examples to let folks create their own penetration items.
You can choose the effect, so that a critical hit (which is supposed to be a really good thing) can bail you out in a bad situation. If you have trouble bypassing a creature's natural armor, then a critical hit allows you to "punctuate probability" and break through that armor.
I thought about the confirmation roll for DC, but that makes things REALLY complicated. A set DC is easier to keep up with.
I don't think the formula is too difficult. It follows the standard base + main modifier + ability score + other modifiers.
Base: 10
Main modifier: 1/2 your base attack bonus
Ability Score: Strength for melee, Dexterity for ranged
Other modifiers: Weapon's enhancement bonuses, Critical multiplier
For example, a 10th level fighter with 17 Strength and a +2 pick has a Critical Effect DC as follows:
Base: 10
Main modifier: +5 (10/2)
Ability Score: +3 (Strength modifier)
Other modifiers: +2 enhancement bonus, +10 for the pick's x4 multiplier
Total DC: 30 (Picks do good criticals!)
You might be saying, "Well, heck, I'll always use a pick!"
But think about this: If the same character used a +1 keen rapier (critical threat: 18-20 [3 points] doubled to 15-20 [6 points]), he would threaten a critical hit with every successful attack. His DC would be different, though.
Base: 10
Main modifier: +5 (10/2)
Ability Score: +3 (Strength modifier)
Other modifiers: +1 enhancement bonus, +0 for the x2 multiplier
Total DC: 19
Creating the "critical effects" mechanic allowed me to do some of the same stuff as the penetration mechanic in the old system (i.e., get past all that protection), but opens up options for using a wide variety of weapons, rather than just running around with a pick.
Finally, linking armor penetration to critical hits creates some unique situations with undead, constructs, and oozes. They are immune to critical hits. Heh-heh! Now, they're a heck of a thing to kill, but I don't have to create special rules for dealing with their unique physiologies.
whydirt said:
5. What do you think about adding a "Damage Armor" effect in your critical hit list? If you wanted to streamline your "Bypass Armor" critical effect types, just give a general penalty equal to the AC bonus of the armor instead of having to list each armor type separately.
I'd rather have a character perform a sunder to damage armor. The critical effects deal with things that happen to the organism, rather than its equipment. My personal preference is to avoid having critical hits do the same thing as special attacks, like the trip, sunder, bull rush, et al.
You can give the "Damage Armor" effect a whirl in your own game, though. Let me know if it fits and works.