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<blockquote data-quote="Var" data-source="post: 8014057" data-attributes="member: 7022819"><p>Hm how about splitting HP flat in the middle for this?</p><p>50% Vitals (Meat), damage here causes some sort of injury and reducing it to 0 downs you, 50% Armor/Durabilty/Resilience/Fatigue HP that can take a beating without negative effects (basically "normal" HP).</p><p>Leads to the occasional oneshot or nasty wound and generally more lethal combat.</p><p>Rolling 2D20 with a "confirmation system" like you suggested makes crits more rare (which isn't necessarily a bad thing, since they go straight to the Vitals). If Crits happen on a hit with both dice showing the same result they're gonna happen 5% of the time multiplied by chance to hit.</p><p>Taking your system - against 50% chance to hit target AC, Hit chance would increase by 50% to 75% total, including 25% flat Vital hit chance, but crit chance would be reduced down to 2.5%.</p><p>If you dislike crit fishing or just think crits happen too often it's a useable system. For expanded Crit range I'd simply add [higher die -1] to the crit confirmation. Both hits still need to hit, but a 17 and 18 crit the same way as 2x 18 for a Champion.</p><p></p><p>The one thing to keep in mind is the extremes here. Party members might go dead dead against hard hitters pretty easily with Crits being less likely, but potentially targeting just half the HP early on in a fight (which was already possible before if they started the fight at something like half HP).</p><p>This definitely devalues AC and increases the value of HP. Which favors i.e. Bearbarians for 5E.</p><p>For both DC Attacks and Crits I'd also require at least beating the AC/DC by 5 or more for the hit to confirm as going straight to the Vitals. That has the added advantage of rewarding high chances to hit rather than hitting harder with Sharpshooter/GWM.</p><p></p><p>I'd say the mental math is easily manageable on a table and it's less swingy yet more gritty than the existing system. More AC lets you avoid some hits and makes it much easier to use your full HP pool, AC20 with 30 HP is going to be a lot more reliable at taking hits than AC16 with 20 HP, both will still go down in time either way, just not taking damage at all by combining AC and Disadvantage is just not going to be a thing.</p><p>Really liking this system as "more realistic" you're going to collapse sooner or later if you can't end the fight, even if you're Dodging around with Haste up.</p><p></p><p>One concern is CR levels for encounters. This will noticeably increase difficulty at higher levels and increase the value of control (since it prevents more expected damage). Hard hitting opponents are going to be nasty if they're allowed to take swings unimpeded.</p></blockquote><p></p>
[QUOTE="Var, post: 8014057, member: 7022819"] Hm how about splitting HP flat in the middle for this? 50% Vitals (Meat), damage here causes some sort of injury and reducing it to 0 downs you, 50% Armor/Durabilty/Resilience/Fatigue HP that can take a beating without negative effects (basically "normal" HP). Leads to the occasional oneshot or nasty wound and generally more lethal combat. Rolling 2D20 with a "confirmation system" like you suggested makes crits more rare (which isn't necessarily a bad thing, since they go straight to the Vitals). If Crits happen on a hit with both dice showing the same result they're gonna happen 5% of the time multiplied by chance to hit. Taking your system - against 50% chance to hit target AC, Hit chance would increase by 50% to 75% total, including 25% flat Vital hit chance, but crit chance would be reduced down to 2.5%. If you dislike crit fishing or just think crits happen too often it's a useable system. For expanded Crit range I'd simply add [higher die -1] to the crit confirmation. Both hits still need to hit, but a 17 and 18 crit the same way as 2x 18 for a Champion. The one thing to keep in mind is the extremes here. Party members might go dead dead against hard hitters pretty easily with Crits being less likely, but potentially targeting just half the HP early on in a fight (which was already possible before if they started the fight at something like half HP). This definitely devalues AC and increases the value of HP. Which favors i.e. Bearbarians for 5E. For both DC Attacks and Crits I'd also require at least beating the AC/DC by 5 or more for the hit to confirm as going straight to the Vitals. That has the added advantage of rewarding high chances to hit rather than hitting harder with Sharpshooter/GWM. I'd say the mental math is easily manageable on a table and it's less swingy yet more gritty than the existing system. More AC lets you avoid some hits and makes it much easier to use your full HP pool, AC20 with 30 HP is going to be a lot more reliable at taking hits than AC16 with 20 HP, both will still go down in time either way, just not taking damage at all by combining AC and Disadvantage is just not going to be a thing. Really liking this system as "more realistic" you're going to collapse sooner or later if you can't end the fight, even if you're Dodging around with Haste up. One concern is CR levels for encounters. This will noticeably increase difficulty at higher levels and increase the value of control (since it prevents more expected damage). Hard hitting opponents are going to be nasty if they're allowed to take swings unimpeded. [/QUOTE]
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