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Grim'n'Gritty - 3d6/2d10 instead of d20?
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<blockquote data-quote="Ilja" data-source="post: 4920309" data-attributes="member: 84300"><p>Yes, and it's that abstraction of hit points as "enough noise to wake him up". Rolling over in his sleep at exactly that time is extremely unlikely, and shouldn't be based on Con. You should probably use a straight percentage chance for that. "Enough noise to wake him up" should according to me be move silently vs I don't know what, a wis check for waking up?</p><p></p><p>I see that extreme abstraction, that hit points can be really anything at all (I think rolling with the blow isn't such a bad abstraction, but waking in the sleep surely is), as something bad. On the other hand, I'm also used to a system where you except for the skills Blocking, Parrying, and Dodging, and except for having something like 23 different areas of armor coverage and 15 different kinds of armor for each area, has four different hit points meters; tiredness, schock, trauma, and bleeding. That's far too complicated, though realistic, but it's like switching between playing Risk and playing Ludo; sometimes you want something in between when it comes to realism and complicacy (is it called that? Darn my bad swenglish).</p><p></p><p>Especially when the abstraction coincides with rules that exists in other places, such as a higher level character being more likely to survive a fireball because he can "roll with the damage" when this is exactly what reflex for half is, rolling with the damage.</p><p></p><p>On that, you have the problem with falling damage and other natural disasters. A first-level commoner (me) falling ten feet would likely be dying afterwards. That's far too deadly compared to reality according to me, seeing as how I've fallen over 15 feet several times and I might have been lucky but the worst thing that's happened is a luxation. A 3th-level fighter who's a bit tougher than the average person (say +1 con) has an average of 20 hit points (not counting maxed for first level, as he's not a PC), meaning he can fall 50 feet and most of the time be able to just stand up and walk away. For a 5th-level one (who's still in the "reality" levels) it's 90 feet. It's the same problem with any natural hazard. Sure, learning to "roll with the damage" might help a bit, but a fighters training isn't mainly acrobatic and few people could stand up and walk away after a 50 ft fall as if nothing's happened.</p><p>A solution to this might have been to convert all natural hazards into ability damage, but that's almost as much work as using the GnGR system as you have to recalculate hit points whenever someone falls or gets burned.</p></blockquote><p></p>
[QUOTE="Ilja, post: 4920309, member: 84300"] Yes, and it's that abstraction of hit points as "enough noise to wake him up". Rolling over in his sleep at exactly that time is extremely unlikely, and shouldn't be based on Con. You should probably use a straight percentage chance for that. "Enough noise to wake him up" should according to me be move silently vs I don't know what, a wis check for waking up? I see that extreme abstraction, that hit points can be really anything at all (I think rolling with the blow isn't such a bad abstraction, but waking in the sleep surely is), as something bad. On the other hand, I'm also used to a system where you except for the skills Blocking, Parrying, and Dodging, and except for having something like 23 different areas of armor coverage and 15 different kinds of armor for each area, has four different hit points meters; tiredness, schock, trauma, and bleeding. That's far too complicated, though realistic, but it's like switching between playing Risk and playing Ludo; sometimes you want something in between when it comes to realism and complicacy (is it called that? Darn my bad swenglish). Especially when the abstraction coincides with rules that exists in other places, such as a higher level character being more likely to survive a fireball because he can "roll with the damage" when this is exactly what reflex for half is, rolling with the damage. On that, you have the problem with falling damage and other natural disasters. A first-level commoner (me) falling ten feet would likely be dying afterwards. That's far too deadly compared to reality according to me, seeing as how I've fallen over 15 feet several times and I might have been lucky but the worst thing that's happened is a luxation. A 3th-level fighter who's a bit tougher than the average person (say +1 con) has an average of 20 hit points (not counting maxed for first level, as he's not a PC), meaning he can fall 50 feet and most of the time be able to just stand up and walk away. For a 5th-level one (who's still in the "reality" levels) it's 90 feet. It's the same problem with any natural hazard. Sure, learning to "roll with the damage" might help a bit, but a fighters training isn't mainly acrobatic and few people could stand up and walk away after a 50 ft fall as if nothing's happened. A solution to this might have been to convert all natural hazards into ability damage, but that's almost as much work as using the GnGR system as you have to recalculate hit points whenever someone falls or gets burned. [/QUOTE]
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