Bae'zel
Hero
We also found d100 games (well, in our case, WFRP 1E and Call of Cthulhu) to have been easier to grasp than D&D back in the day. 'Talking early to mid 1990s though.That is the first time I have ever seen that assertion.
We also found d100 games (well, in our case, WFRP 1E and Call of Cthulhu) to have been easier to grasp than D&D back in the day. 'Talking early to mid 1990s though.That is the first time I have ever seen that assertion.
It seems far easier to calculate your odds for success. I mean, to math your chances in a d20 game, you look at the DC, subtract your bonuses from it, subtract that from 20, then divide (er, multiply) by 5; to do it in a d100/roll-under game, you just look at the number on your sheet (and even something like needing to roll under half or a quarter of your skill is still more straightforward).We also found d100 games (well, in our case, WFRP 1E and Call of Cthulhu) to have been easier to grasp than D&D back in the day. 'Talking early to mid 1990s though.
I very specifically said "action adventure spies" -- of which both Hunt and Bourne are iconic examples.
There's nothing about a hit point system that demands you regularly get into fights.
One advantage to OSR-based level systems is that the increase is generally slower and definitely stops earlier.Yes, but the difference is that an elevanting hit point model very much makes it one that generally favors you (note the "elevating" is important here; lots of games have hit points, but outside of levelled systems, they normally don't increase much over time and damage is scaled to that).
As I've said, I don't want mechanics for cinematic.
That is the first time I have ever seen that assertion.
No question. But I'm also not interested to running, playing, and especially recruiting for a completely different game with no guarantee of practical success just because I'm not a huge fan of hit points. Sometimes you make compromises.Its not like D&D hit points are particularly realistic, either. If they were people wouldn't be taking sword thrusts and just routinely continuing on at moderate levels. In fact I'd argue they only make sense at all as cinematic conceits, and that's even if you don't take them seriously.
One advantage to OSR-based level systems is that the increase is generally slower and definitely stops earlier.
No question. But I'm also not interested to running, playing, and especially recruiting for a completely different game with no guarantee of practical success just because I'm not a huge fan of hit points. Sometimes you make compromises.