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Input Needed on Attack Roll Concept
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<blockquote data-quote="Blue" data-source="post: 8014342" data-attributes="member: 20564"><p>Random ideas slaying some sacred cows to push further outside the box.</p><p></p><p>Are you keeping that both armor and DEX both make you harder to hit? How about converting armor to defense?</p><p></p><p>If HPs aren't a measure of wounds at all and are just an abstraction, do you want to abstract them even more? Like take them away, and on a single success ("glancing hit"?) there's a save or pick up a random penalty like "breath knocked out: disadvantage next round" or "winded: -10' move", with unconsciousness on the list) that lasts for the rest of the scene instead? That fits into the more risk you mentioned. Because you're swapping out HPs, you can bring in a slight bit of complexity without increasing the overall complexity.</p><p></p><p>Will you rework spell in the same way? Maybe move to saves as defenses like 4e?</p></blockquote><p></p>
[QUOTE="Blue, post: 8014342, member: 20564"] Random ideas slaying some sacred cows to push further outside the box. Are you keeping that both armor and DEX both make you harder to hit? How about converting armor to defense? If HPs aren't a measure of wounds at all and are just an abstraction, do you want to abstract them even more? Like take them away, and on a single success ("glancing hit"?) there's a save or pick up a random penalty like "breath knocked out: disadvantage next round" or "winded: -10' move", with unconsciousness on the list) that lasts for the rest of the scene instead? That fits into the more risk you mentioned. Because you're swapping out HPs, you can bring in a slight bit of complexity without increasing the overall complexity. Will you rework spell in the same way? Maybe move to saves as defenses like 4e? [/QUOTE]
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