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Grim-n-Gritty: Revised and Simplified
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<blockquote data-quote="Happiest_Sadist" data-source="post: 1512925" data-attributes="member: 1743"><p>As for regeneration, it might be good to make regeneration just 1. I looked around the MM, and I didn't see any creatures with regeneration above 10% of their HP. Considering that monsters fall after 15 damage, that seems more in keeping with the spirit of regeneration.</p><p></p><p>However there is a real problem with this system. Lucky shots are not truly devestating. Take the following. Level 1 orc with greataxe vs level 10 fighter.</p><p></p><p>The fighter wears +2 full plate armor and has a 12 dex. He wields a +2 shield. However he rolls a natural one on his defense check.</p><p>Defense result is 1 + 10 (bab) +1 (dex) +4 shield = 16</p><p></p><p>The orc rolls a natural 20. His attack is 20 + 1 (bab) = 21</p><p></p><p>Say the fighter has a 16 con and has taken toughness twice. His soak is 3(con) + 2 (toughness) + 10 armor = 15</p><p></p><p>The orc rolls maximum damage. That is 5(beating the defense check by 5) +12 (roll) + 3 (str) = 20.</p><p></p><p>The fighter takes only 5 points of damage, not even enough to make him slighly wounded. Most likely the orc would do no damage whatsoever, as a change of just 5 total from the best possible roll on a d20, a d20, and a d12 would lead to no damage.</p><p></p><p>This hardly seems as grim and gritty as one would expect, because a charachter can eventually almost ignore a strong opponent (14) swinging a giant axe at them.</p><p></p><p>Also, what happens to the BAB bonus to defense when someone is caught flatfoooted? I would suggest that it is either completly lost or halved in any situation when the attacker would lose their dex bonus. Invisible attackers mop up on those without blind-fight. To balance this out, in symettric situations BAB to attack should be lost. Skill isn't that important when you have no idea where your opponent is.</p></blockquote><p></p>
[QUOTE="Happiest_Sadist, post: 1512925, member: 1743"] As for regeneration, it might be good to make regeneration just 1. I looked around the MM, and I didn't see any creatures with regeneration above 10% of their HP. Considering that monsters fall after 15 damage, that seems more in keeping with the spirit of regeneration. However there is a real problem with this system. Lucky shots are not truly devestating. Take the following. Level 1 orc with greataxe vs level 10 fighter. The fighter wears +2 full plate armor and has a 12 dex. He wields a +2 shield. However he rolls a natural one on his defense check. Defense result is 1 + 10 (bab) +1 (dex) +4 shield = 16 The orc rolls a natural 20. His attack is 20 + 1 (bab) = 21 Say the fighter has a 16 con and has taken toughness twice. His soak is 3(con) + 2 (toughness) + 10 armor = 15 The orc rolls maximum damage. That is 5(beating the defense check by 5) +12 (roll) + 3 (str) = 20. The fighter takes only 5 points of damage, not even enough to make him slighly wounded. Most likely the orc would do no damage whatsoever, as a change of just 5 total from the best possible roll on a d20, a d20, and a d12 would lead to no damage. This hardly seems as grim and gritty as one would expect, because a charachter can eventually almost ignore a strong opponent (14) swinging a giant axe at them. Also, what happens to the BAB bonus to defense when someone is caught flatfoooted? I would suggest that it is either completly lost or halved in any situation when the attacker would lose their dex bonus. Invisible attackers mop up on those without blind-fight. To balance this out, in symettric situations BAB to attack should be lost. Skill isn't that important when you have no idea where your opponent is. [/QUOTE]
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