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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9324765" data-attributes="member: 27780"><p><strong><u>Dungeon/Polyhedron Issue 97/156: Mar/Apr 2003</u></strong></p><p></p><p></p><p></p><p>part 9/10</p><p></p><p></p><p></p><p>Combat: There are a good 6 pages of tweaks to the combat rules, most once again on the gritty side. Armor has pretty much stopped being a thing, so don’t forget that defence bonus, which is admittedly on the generous side here even compared to d20 modern classes. Lengthy artillery barrages are condensed down to two saving throws, the first to see if you take any damage and the second to see if you suffer from shell shock afterwards. Cover ratings are made more granular, being calculated in 10% increments rather than the standard 25. Fear checks are imported from Ravenloft to make sure that you can’t just play the PC’s as utterly blasé to the dangers around them. Flamethrowers, grenades and machine guns all have special rules about how they work. The massive damage threshold is dropped to 10, or 20 if you want things a little more cinematic. (which is still a far cry from the D&D standard of 50) Regular guns also have their own rules variants compared to melee weapons, mostly around ones capable of firing multiple times in a round. It all adds up to a situation where even high level characters always have to worry about dying from a single shot. I think that’s definitely things working as intended. </p><p></p><p></p><p></p><p>Enemies: All your enemies are humans of various levels, so they can keep this part down to 4 pages. Half a page on basic unit organisation, so you get your grunt to officer ratio right. Another half a page on finding good minis for your battles. While most fantasy games use 25mm scale models, you’ll probably find it easier to use 20mm ones for your WWII action, particularly if you want to mix up infantry and vehicles. If you are determined to use 25 or 28 scale even though it’ll reduce the size of battle you can run on a tabletop they suggest three websites you can order from. 2 out of 3 (The Foundry and West Wind Productions) are still going today, which is a better batting average than most of the internet 101 columns, and even the third (Black Tree Design) is still active as a company, just at a different website address. Historical wargames might not be as big as RPG’s anymore, but they still apparently have a stable core of players to keep them going. The remaining 3 pages are filled with 6 statblocks, taking us from 1st to 6th level. All are single-classed and quite compact for d20 statblocks, as there’s no lists of spells or stacking buffs to worry about calculating. You’ll still need to come up with higher level ones if the game lasts but it won’t be anything near as much bookkeeping as high level D&D.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9324765, member: 27780"] [b][u]Dungeon/Polyhedron Issue 97/156: Mar/Apr 2003[/u][/b] part 9/10 Combat: There are a good 6 pages of tweaks to the combat rules, most once again on the gritty side. Armor has pretty much stopped being a thing, so don’t forget that defence bonus, which is admittedly on the generous side here even compared to d20 modern classes. Lengthy artillery barrages are condensed down to two saving throws, the first to see if you take any damage and the second to see if you suffer from shell shock afterwards. Cover ratings are made more granular, being calculated in 10% increments rather than the standard 25. Fear checks are imported from Ravenloft to make sure that you can’t just play the PC’s as utterly blasé to the dangers around them. Flamethrowers, grenades and machine guns all have special rules about how they work. The massive damage threshold is dropped to 10, or 20 if you want things a little more cinematic. (which is still a far cry from the D&D standard of 50) Regular guns also have their own rules variants compared to melee weapons, mostly around ones capable of firing multiple times in a round. It all adds up to a situation where even high level characters always have to worry about dying from a single shot. I think that’s definitely things working as intended. Enemies: All your enemies are humans of various levels, so they can keep this part down to 4 pages. Half a page on basic unit organisation, so you get your grunt to officer ratio right. Another half a page on finding good minis for your battles. While most fantasy games use 25mm scale models, you’ll probably find it easier to use 20mm ones for your WWII action, particularly if you want to mix up infantry and vehicles. If you are determined to use 25 or 28 scale even though it’ll reduce the size of battle you can run on a tabletop they suggest three websites you can order from. 2 out of 3 (The Foundry and West Wind Productions) are still going today, which is a better batting average than most of the internet 101 columns, and even the third (Black Tree Design) is still active as a company, just at a different website address. Historical wargames might not be as big as RPG’s anymore, but they still apparently have a stable core of players to keep them going. The remaining 3 pages are filled with 6 statblocks, taking us from 1st to 6th level. All are single-classed and quite compact for d20 statblocks, as there’s no lists of spells or stacking buffs to worry about calculating. You’ll still need to come up with higher level ones if the game lasts but it won’t be anything near as much bookkeeping as high level D&D. [/QUOTE]
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