Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Hit Points - A Discussion of a "Solution"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Herremann the Wise" data-source="post: 4546997" data-attributes="member: 11300"><p>A bit of a sidetrack here but I suppose it's related. This relates moreso to the rest of what I envisage for "my" game. I would prefer weaponry to mean a little more than it has in the past. What is it that separates a Scythe from a Greatsword?</p><p></p><p>For a start, a scythe is much less expensive and in game terms, I'd like that to mean something. Imagine a game where the tens, hundreds of thousands of gold pieces goes out the window (or in 4E the millions). Imagine magical devices are either just "expensive" (100gp to 500gp) or priceless (For this sword I will give you a kingdom type thing) or maybe double the price of what the mundane (but exquisitely crafted) item would be. A finely crafted greatsword (they simply don't come in standard or poor quality) costs well over a 100gp. The scythe on the other hand is both affordable and accessible. For most starting characters, it is something that they would most likely be familiar with proficiency-wise (where as a greatsword requires specific training).</p><p></p><p>I could go into my ideas related to proficiency with a set of weapons: unfamiliar, familiar, proficient, expertise, specialized, mastery but I'll leave that for another thread. Suffice to say that a novice is going to be better handling familiar weaponry (club, staff, farming implements such as a scythe etc.) than specialized weaponry (greatswords, flails, rapiers, bows) at low levels. They might be +5 to hit with their scythe but only +2 with a sword. (With time and training, the sword wielder will eclipse the farmer).</p><p></p><p>However, a sycthe is very nasty when you make a critical hit with it (as is a greatsword as are most weapons). You might give a small damage loading to represent this (+2 to damage or something, or even +1d4). However, a more interesting approach is to have a reactive combat ability where if you deal a critical to an opponent, you have a few nasty options that you can inflict upon them. Penalties for the rest of the combat, stepping out of combat for a round to check that their guts aren't on the ground somewhere near the attacker, dropping their weapon and so on are some of the places you could go. I prefer the idea of circumstances different to a penalty to this, bonus to that. However, such mathemtical things can always be included.</p><p></p><p>Anyway, I'd like weaponry to mean a little more than what it has in the past.</p><p> </p><p></p><p><strong>Hit Points</strong></p><p>Divine(magical) rituals heal hit points and other malodies. The heal skill is also good for healing small numbers of hit points. Natural healing works but it's slower.</p><p><strong>Combat Points</strong></p><p>Combat points are quickly restored with either a short rest [half your combat points back], or a long rest [all your combat points back]. The aim here is that the bulk of your ability to survive a fight is quickly restored. Other inspirational effects as well as a second wind can help restore combat points in combat.</p><p> </p><p>I still think the basic hit point mechanic is sound - it would just be the falling damage system would need to be looked at. Still, what's the survival chance of falling out of a plane? I can remember a physics lecture at Sydney Uni discussing how a cat falling from a 5 story building was more likely to die than falling from a 30 story building (although we were discouraged from empirically verifying this). The situation being that a cat relaxes when it has reached it's terminal velocity meaning slightly less pressure on the vitals when it lands. A 5th story flung cat is still tensed up and so the pressure is going to straight through the poor thing's body. Mimicking this in D&D is most probably beyond the scope of simple gaming.</p><p>Still, perhaps there does need to be a falling mechanic that allows for the bizarre survival from 1000's of feat. Any suggestions? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>Thank you. I appreciate the time and thought it took you to read and respond. <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><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 4546997, member: 11300"] A bit of a sidetrack here but I suppose it's related. This relates moreso to the rest of what I envisage for "my" game. I would prefer weaponry to mean a little more than it has in the past. What is it that separates a Scythe from a Greatsword? For a start, a scythe is much less expensive and in game terms, I'd like that to mean something. Imagine a game where the tens, hundreds of thousands of gold pieces goes out the window (or in 4E the millions). Imagine magical devices are either just "expensive" (100gp to 500gp) or priceless (For this sword I will give you a kingdom type thing) or maybe double the price of what the mundane (but exquisitely crafted) item would be. A finely crafted greatsword (they simply don't come in standard or poor quality) costs well over a 100gp. The scythe on the other hand is both affordable and accessible. For most starting characters, it is something that they would most likely be familiar with proficiency-wise (where as a greatsword requires specific training). I could go into my ideas related to proficiency with a set of weapons: unfamiliar, familiar, proficient, expertise, specialized, mastery but I'll leave that for another thread. Suffice to say that a novice is going to be better handling familiar weaponry (club, staff, farming implements such as a scythe etc.) than specialized weaponry (greatswords, flails, rapiers, bows) at low levels. They might be +5 to hit with their scythe but only +2 with a sword. (With time and training, the sword wielder will eclipse the farmer). However, a sycthe is very nasty when you make a critical hit with it (as is a greatsword as are most weapons). You might give a small damage loading to represent this (+2 to damage or something, or even +1d4). However, a more interesting approach is to have a reactive combat ability where if you deal a critical to an opponent, you have a few nasty options that you can inflict upon them. Penalties for the rest of the combat, stepping out of combat for a round to check that their guts aren't on the ground somewhere near the attacker, dropping their weapon and so on are some of the places you could go. I prefer the idea of circumstances different to a penalty to this, bonus to that. However, such mathemtical things can always be included. Anyway, I'd like weaponry to mean a little more than what it has in the past. [B]Hit Points[/B] Divine(magical) rituals heal hit points and other malodies. The heal skill is also good for healing small numbers of hit points. Natural healing works but it's slower. [B]Combat Points[/B] Combat points are quickly restored with either a short rest [half your combat points back], or a long rest [all your combat points back]. The aim here is that the bulk of your ability to survive a fight is quickly restored. Other inspirational effects as well as a second wind can help restore combat points in combat. I still think the basic hit point mechanic is sound - it would just be the falling damage system would need to be looked at. Still, what's the survival chance of falling out of a plane? I can remember a physics lecture at Sydney Uni discussing how a cat falling from a 5 story building was more likely to die than falling from a 30 story building (although we were discouraged from empirically verifying this). The situation being that a cat relaxes when it has reached it's terminal velocity meaning slightly less pressure on the vitals when it lands. A 5th story flung cat is still tensed up and so the pressure is going to straight through the poor thing's body. Mimicking this in D&D is most probably beyond the scope of simple gaming. Still, perhaps there does need to be a falling mechanic that allows for the bizarre survival from 1000's of feat. Any suggestions? :D Thank you. I appreciate the time and thought it took you to read and respond. :) Best Regards Herremann the Wise [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Hit Points - A Discussion of a "Solution"
Top