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<blockquote data-quote="Eltern" data-source="post: 1491128" data-attributes="member: 5870"><p>After several years as a Monte-written adventure junkie, I am striking out on my own to make my own campaign setting. This setting will have an Indiana Jones/Mummy kind of feel, geographically and cinematically speaking. People will generally not wear a lot of armor, flintlock pistols abound, and DON'T GET HIT BY A BULLET, they sting, you know. </p><p></p><p>So my thought was to implement defense bonuses, armor as damage reduction, and the Fortitude saves instead of HP rules from Unearthed Arcana. Here's where I hit my big snag: Injury.</p><p></p><p>I like the idea of this system, but manner in which it was built takes the balance of D&D, puts it on it's head, spins it around, and throws it out the window. Does anyone else think the system needs further refinement/more extensive changes to work well with the D&D system? My two major complaints are:</p><p></p><p>Different sized hit dice. One thing that the barbarian has over the ranger is that he will have 2 HP/level (on average) more than the ranger. Now there is no difference. The sorc is supposed to be a bit tougher than the wizard. No difference now. I think some sort of bonus to Fort saves against injury my be appropriate:</p><p></p><p>d4: -2/2 levels</p><p>d6:-1/2 levels</p><p>d8:+0</p><p>d10:+1/2 levels</p><p>d12: +2/2 levels</p><p></p><p>(These numbers are largely arbitrary, as I have not doen some spreadsheeting to see if the numbers still work out. I realize that generally classes with d4s and d6s ALREADY have a poor Fort save, and now they're being penalized more. This is also a problem)</p><p></p><p>Constitution is now worthless. I realize that sounds counterintuitive. <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" /> Whereas before Bracers of Health would get you +1 HP/level, it now gives you +1 to Fort save, independent of level. Woopdy friggin do! A magic item simulating the feat Great Fortitude is far better than the bracers. Trolls, ogre mages, and other regenerating monsters now have lost a big part of what makes them nasty. I imagine some system with losing "hit" status could be made for these folks, but none is given.</p><p></p><p>Anyone already talked about this, suggested a better system, etc.? (BTW, if this belongs in House rules, please send it on its merry way.)</p></blockquote><p></p>
[QUOTE="Eltern, post: 1491128, member: 5870"] After several years as a Monte-written adventure junkie, I am striking out on my own to make my own campaign setting. This setting will have an Indiana Jones/Mummy kind of feel, geographically and cinematically speaking. People will generally not wear a lot of armor, flintlock pistols abound, and DON'T GET HIT BY A BULLET, they sting, you know. So my thought was to implement defense bonuses, armor as damage reduction, and the Fortitude saves instead of HP rules from Unearthed Arcana. Here's where I hit my big snag: Injury. I like the idea of this system, but manner in which it was built takes the balance of D&D, puts it on it's head, spins it around, and throws it out the window. Does anyone else think the system needs further refinement/more extensive changes to work well with the D&D system? My two major complaints are: Different sized hit dice. One thing that the barbarian has over the ranger is that he will have 2 HP/level (on average) more than the ranger. Now there is no difference. The sorc is supposed to be a bit tougher than the wizard. No difference now. I think some sort of bonus to Fort saves against injury my be appropriate: d4: -2/2 levels d6:-1/2 levels d8:+0 d10:+1/2 levels d12: +2/2 levels (These numbers are largely arbitrary, as I have not doen some spreadsheeting to see if the numbers still work out. I realize that generally classes with d4s and d6s ALREADY have a poor Fort save, and now they're being penalized more. This is also a problem) Constitution is now worthless. I realize that sounds counterintuitive. :D Whereas before Bracers of Health would get you +1 HP/level, it now gives you +1 to Fort save, independent of level. Woopdy friggin do! A magic item simulating the feat Great Fortitude is far better than the bracers. Trolls, ogre mages, and other regenerating monsters now have lost a big part of what makes them nasty. I imagine some system with losing "hit" status could be made for these folks, but none is given. Anyone already talked about this, suggested a better system, etc.? (BTW, if this belongs in House rules, please send it on its merry way.) [/QUOTE]
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