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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Homebrew Pathfinder Game Mechanics - Looking for Suggestions and Comments
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="3catcircus" data-source="post: 6244292" data-attributes="member: 16077"><p>Agreed - but my intent isn't to simplify things, but to provide a different way of doing things. While I don't want it to be overly-complex, I also don't want it to be necessarily simplistic by virtue of being abstract. I want mechanics that support a more "realistic" narrative. Yes - "realistic" is a loaded word, but when I say realistic, I mean mechanics that will end the "full capability until 0 hp" scenario that currently exists. I want combat to wear down an opponent with really lucky or really good hits causing significant damage. Basically - either one side loses due to exhaustion or one side loses due to taking a mortal wound.</p><p></p><p> </p><p></p><p>How so? If I use d20s and limit the dice pool size by basing the number of dice on a multiple of numbers of skills ranks, it seems that it would work without being overly-complex. I'm talking no more than 6 d20s or so.</p><p></p><p> I like this, but the question is how many more skill points? I would want to avoid the "fighter-types get more skill points to buy attack and defense skills" type of scenario.</p><p></p><p> I'm not so sure that saving throws should be skills for all things. What about making them derived attributes instead?</p><p></p><p>A Fort save is based on Con, so maybe turn this into a set of fatigue trip-points?</p><p>A Ref save is based on Dex, so why not base it on the higher of Sense Motive or Acrobatics or even base it on initiative?</p><p>A Will save is based on Wisdom - but Will implies mental toughness - the ability to face danger (i.e. a Morale check). Maybe make this equal to 1/2 his Wisdom score.</p><p></p><p>Likewise - initiative is based on Dex - maybe make his initiative check based on 1/2 his Dex.</p><p></p><p>So - when a guy with Dex 18 is entering combat and carrying a light load rolls initiative, he'd roll 2d20L and compare to his Init score of 9. Let's say he rolls a 3 and a 12. One of them is below 9, so he succeeds. His margin of success is 9 - 3 = 6. Because he is carrying a light load, his base initiative is 15. So - his final initiative is 15 + 2 x 6 = 27.</p><p></p><p></p><p></p><p>I prefer using hit points, not as a "subtract until dead" but as "this attack does x amount of hp damage. At different thresholds that are multiples of a base hp score, different wound effects occur." So - a character would have a base hp score that is solely dependent upon his physical attributes (Str and Con). At various trip points (say, 1 hp, base hp, 2 x base hp, 3 x base hp), different wound effects would occur. You could have this as-is or do different multiples for different hit locations. I'd keep it simple and say head, torso, each limb (counting wings, tails, tentacles, etc. as limbs).</p><p></p><p></p><p></p><p>I'd expect slow progress from natural healing. In real life, breaking your leg equals months in a cast (or several weeks if you get pins put in). My proposed house rules would mean that since you have different wound levels, you'd be able to magically heal those wound levels. The question becomes how. I'd think that the standard Cure Light, Mod., Serious, and Crit. would match to the proposed wound levels of Light, Mod., Serious, and Crit. But - should a Cure Lt. only be able to turn a light wound level into no wound, or should it allow the ability to bump a wound level down by one (i.e. casting cure light on a serious wound makes it a moderate wound.)</p></blockquote><p></p>
[QUOTE="3catcircus, post: 6244292, member: 16077"] Agreed - but my intent isn't to simplify things, but to provide a different way of doing things. While I don't want it to be overly-complex, I also don't want it to be necessarily simplistic by virtue of being abstract. I want mechanics that support a more "realistic" narrative. Yes - "realistic" is a loaded word, but when I say realistic, I mean mechanics that will end the "full capability until 0 hp" scenario that currently exists. I want combat to wear down an opponent with really lucky or really good hits causing significant damage. Basically - either one side loses due to exhaustion or one side loses due to taking a mortal wound. How so? If I use d20s and limit the dice pool size by basing the number of dice on a multiple of numbers of skills ranks, it seems that it would work without being overly-complex. I'm talking no more than 6 d20s or so. I like this, but the question is how many more skill points? I would want to avoid the "fighter-types get more skill points to buy attack and defense skills" type of scenario. I'm not so sure that saving throws should be skills for all things. What about making them derived attributes instead? A Fort save is based on Con, so maybe turn this into a set of fatigue trip-points? A Ref save is based on Dex, so why not base it on the higher of Sense Motive or Acrobatics or even base it on initiative? A Will save is based on Wisdom - but Will implies mental toughness - the ability to face danger (i.e. a Morale check). Maybe make this equal to 1/2 his Wisdom score. Likewise - initiative is based on Dex - maybe make his initiative check based on 1/2 his Dex. So - when a guy with Dex 18 is entering combat and carrying a light load rolls initiative, he'd roll 2d20L and compare to his Init score of 9. Let's say he rolls a 3 and a 12. One of them is below 9, so he succeeds. His margin of success is 9 - 3 = 6. Because he is carrying a light load, his base initiative is 15. So - his final initiative is 15 + 2 x 6 = 27. I prefer using hit points, not as a "subtract until dead" but as "this attack does x amount of hp damage. At different thresholds that are multiples of a base hp score, different wound effects occur." So - a character would have a base hp score that is solely dependent upon his physical attributes (Str and Con). At various trip points (say, 1 hp, base hp, 2 x base hp, 3 x base hp), different wound effects would occur. You could have this as-is or do different multiples for different hit locations. I'd keep it simple and say head, torso, each limb (counting wings, tails, tentacles, etc. as limbs). I'd expect slow progress from natural healing. In real life, breaking your leg equals months in a cast (or several weeks if you get pins put in). My proposed house rules would mean that since you have different wound levels, you'd be able to magically heal those wound levels. The question becomes how. I'd think that the standard Cure Light, Mod., Serious, and Crit. would match to the proposed wound levels of Light, Mod., Serious, and Crit. But - should a Cure Lt. only be able to turn a light wound level into no wound, or should it allow the ability to bump a wound level down by one (i.e. casting cure light on a serious wound makes it a moderate wound.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Homebrew Pathfinder Game Mechanics - Looking for Suggestions and Comments
Top