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lethal combat
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<blockquote data-quote="AbeTheGnome" data-source="post: 3203031" data-attributes="member: 47933"><p>i got tired of having to put my high-level characters up against greater gods to put any fear into them, so i decided to do something extreme: hit points equal to constitution. this system has truly made combat lethal. i've tried to compensate in several ways, since i don't really want to kill the whole party by second level, but, in general, my players know that combat is not something to be taken lightly, and probably should be avoided if possible: the game is not hack and slash. can you tell yet that i've played call of cthulu? anyway, these are some of the adjustments i've made. </p><p></p><p>armor bonus applies to DR. critical hits always bypass DR. this means that a rogue with a dagger will barely ever be able to damage a palie in full plate, but if he finds a chink in the armor, the full damage of the crit applies. also, successful sneak attacks are an automatic critical threat.</p><p></p><p>armor check penalties apply directly to DEX. why should a tank that has low DEX to begin with suffer virtually no penalties, as opposed to a rogue in full plate? </p><p></p><p>defense bonus equal to reflex save (of course, DEX bonus doesn't apply twice: just base save).</p><p></p><p>one major problem that i've run into is spells. lots of spells have required major tweaking. i decided to alter spells so that damage die never exceed spell level. any extra damage die that would result from caster level instead add +1 point per caster level. that way, a fireball cast by a 7th level caster would deal 3d6+7 points of damage. still enough to kill just about any pc, which is maybe more than i would like.</p><p></p><p>monsters are another issue. while i like the idea of a dragon with only 30 hit points, and about 12 points of damage reduction, i don't like the idea of a house cat having one third as many hit points as an ancient wyrm. i've thought about using a fractional multiplier based on size, where a tiny creature would have CON x 1/4 hit points... something like that.</p><p></p><p>anyhow, please give up your comments and suggestions. thanks.</p></blockquote><p></p>
[QUOTE="AbeTheGnome, post: 3203031, member: 47933"] i got tired of having to put my high-level characters up against greater gods to put any fear into them, so i decided to do something extreme: hit points equal to constitution. this system has truly made combat lethal. i've tried to compensate in several ways, since i don't really want to kill the whole party by second level, but, in general, my players know that combat is not something to be taken lightly, and probably should be avoided if possible: the game is not hack and slash. can you tell yet that i've played call of cthulu? anyway, these are some of the adjustments i've made. armor bonus applies to DR. critical hits always bypass DR. this means that a rogue with a dagger will barely ever be able to damage a palie in full plate, but if he finds a chink in the armor, the full damage of the crit applies. also, successful sneak attacks are an automatic critical threat. armor check penalties apply directly to DEX. why should a tank that has low DEX to begin with suffer virtually no penalties, as opposed to a rogue in full plate? defense bonus equal to reflex save (of course, DEX bonus doesn't apply twice: just base save). one major problem that i've run into is spells. lots of spells have required major tweaking. i decided to alter spells so that damage die never exceed spell level. any extra damage die that would result from caster level instead add +1 point per caster level. that way, a fireball cast by a 7th level caster would deal 3d6+7 points of damage. still enough to kill just about any pc, which is maybe more than i would like. monsters are another issue. while i like the idea of a dragon with only 30 hit points, and about 12 points of damage reduction, i don't like the idea of a house cat having one third as many hit points as an ancient wyrm. i've thought about using a fractional multiplier based on size, where a tiny creature would have CON x 1/4 hit points... something like that. anyhow, please give up your comments and suggestions. thanks. [/QUOTE]
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