I'm starting up a campaign within the next week or two, norse myth type setting, no magic, etc, etc. In the interest of having plenty of (balanced ans non-magical) character concepts aviable I'm going to use the d20 modern base classes (tweaked for fantasy setting) and homegrown advanced classes.
The question of how to tweak or deal with the rules comes in at a few points:
(1)- Tough Heroes can buy DR 1/-, 2/-. and 3/- as Talents (no problem, treat as Soak as per GnG Revised) - not a problem but helps demonstrate why (2) is a problem
(2)- Tough Heroes also can get an ability that adds +1HP / Tough Level as a Talent if they choose it. How to deal with this? It wouldn't make sense to just treat it as another +1 to Soak (Talent no longer scales and how is it different from the above Talents?). Would it be too powerful to convert it to pips with a 2-for-1 ratio? (10th level Tough Hero gains an extra set of 5 pips instead of 10 HP). Adding Pips sort of goes against the feel of the GnG thing, but it seems like the best way to do it for this ability.
(3)- Somewhat unrelated to this campaign, but something that this brings up anyway. How do you deal with +HP in a Pip-based combat system? Say there's a magical item / technology that gives you +100 HP. Maybe HP-to-Pips at a ratio? But then what ratio? 2-to-1? 5-to-1?
I guess for (3) it depends on if it adds HP because "it's an extra layer around you that they need to beat through" or if it adds HP in the sort of vague way HP stand for in d20 (not only how well you take hits but also other stuffs).
If the extra HP are supposed to be because you are sourrounded by something that is hard to beat but once it's gone then it's gone: it feels better to me to make it have Pips to beat through. For instance, if you had a mecha/worn-golem that added +100 HP to your character, it's not really DR because once the mecha is blown apart around your character, it's gone not like DR that lasts and lasts. It also doesn't make sense to have it work as +Defence inless there are areas that could be punctured (and presumably there are not).
Another problem with that is - how much a HP matters depends on what level you are and what class you are. There doesn't seem to be a good ratio to use that is consistant.
If I were using a hit location system then I could treat added HP from equipment as giving a hardness (Soak) and hit points (pips) per inch I suppose, so the mecha/worn-golem might give Soak +10, Pips +20 (or whatever, depending on material) to each area and the soak goes away once the pips are gone. It seems like too much book keeping to do that however, and I'd rather not get into rolling to decide where each hit lands.
Maybe the best solution to (3) would be +Soak and +Pips, soak is gone once Pips are gone? I'm still a little hung up on (2) because adding pips seems like it could be bad, but it might be alright I suppose.
Thoughts? Ideas? Help?
The question of how to tweak or deal with the rules comes in at a few points:
(1)- Tough Heroes can buy DR 1/-, 2/-. and 3/- as Talents (no problem, treat as Soak as per GnG Revised) - not a problem but helps demonstrate why (2) is a problem
(2)- Tough Heroes also can get an ability that adds +1HP / Tough Level as a Talent if they choose it. How to deal with this? It wouldn't make sense to just treat it as another +1 to Soak (Talent no longer scales and how is it different from the above Talents?). Would it be too powerful to convert it to pips with a 2-for-1 ratio? (10th level Tough Hero gains an extra set of 5 pips instead of 10 HP). Adding Pips sort of goes against the feel of the GnG thing, but it seems like the best way to do it for this ability.
(3)- Somewhat unrelated to this campaign, but something that this brings up anyway. How do you deal with +HP in a Pip-based combat system? Say there's a magical item / technology that gives you +100 HP. Maybe HP-to-Pips at a ratio? But then what ratio? 2-to-1? 5-to-1?
I guess for (3) it depends on if it adds HP because "it's an extra layer around you that they need to beat through" or if it adds HP in the sort of vague way HP stand for in d20 (not only how well you take hits but also other stuffs).
If the extra HP are supposed to be because you are sourrounded by something that is hard to beat but once it's gone then it's gone: it feels better to me to make it have Pips to beat through. For instance, if you had a mecha/worn-golem that added +100 HP to your character, it's not really DR because once the mecha is blown apart around your character, it's gone not like DR that lasts and lasts. It also doesn't make sense to have it work as +Defence inless there are areas that could be punctured (and presumably there are not).
Another problem with that is - how much a HP matters depends on what level you are and what class you are. There doesn't seem to be a good ratio to use that is consistant.
If I were using a hit location system then I could treat added HP from equipment as giving a hardness (Soak) and hit points (pips) per inch I suppose, so the mecha/worn-golem might give Soak +10, Pips +20 (or whatever, depending on material) to each area and the soak goes away once the pips are gone. It seems like too much book keeping to do that however, and I'd rather not get into rolling to decide where each hit lands.
Maybe the best solution to (3) would be +Soak and +Pips, soak is gone once Pips are gone? I'm still a little hung up on (2) because adding pips seems like it could be bad, but it might be alright I suppose.
Thoughts? Ideas? Help?