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<blockquote data-quote="Bastoche" data-source="post: 1713082" data-attributes="member: 306"><p>WP/VP system is kinda of a joke to me. It's only an explicit interpretation of the rule. Basically it has the same problem as the standard hit points i.e. wp = dodging + heavy level dependence. Furthermore, the amount of WP a target lose depends on the damage rolled that are in fact avoided. Makes no sense whatsoever. 3E removed called shots claiming that each attack <em>was</em> a called shot to a deadly area. Why the heck does when you [technically] hit you do not kill? What I have in mind is more of a system where you roll to hit, if you hit, the difference between AC and the result determine the damage. So a dagger would confer a certain to hit bonus different from a longsword related to the respective damage of each weapon (probably the average damage rounded up or down +3 for dagger, +5 for long sword, etc). Basically, what I'm aiming at is a system where the average # of rounds required to slay a foe is more or less the same as in standard D&D (depending on the level of grittiness), but using a single roll that takes into account average hit points per level, average damage per attack and probability to hit, etc.</p><p></p><p>AC as damage reduction is very unrealistic. You never pierce <em>through</em> an armor, you pierce <em>around</em> it. Damage reduction is a special ability that allow you to "soak" damage. An armor does not soak damage, it absorbs/deflect them. From my point of view, AC bonus is more realistic than damage reduction. YMMV though.</p><p></p><p>Good suggestion about alternity. I have the books, i'll check it out. What I remember of that system is that it had a complicated system using many various dice to determine success. Maybe there's a way to just replace the mechanic with a simple d20 roll.</p><p></p><p>Darkmaster: I had a very similar idea in mind. Add to that some sort of mechanic for fatigue (and recovery/break to gather some forces up to resume). Also, IRL, you NEVER lay in place when facing multiple opponents. The only realistic way to get through them all is by moving around a <em>lot</em> and hoping for the best. AoO is also out of the equation. This could be handled by a skill. There would be so many fighting skills to be the "best" in a fight that it would balance out with spellcasting abilities and or other skills. And it would add options. A bit like the various feats. You couldn't spread all over the "standard" class abilies while avoiding to suck in all of them.</p><p></p><p>My only problem to date is sneak attack that would be handled differently... I still have to think about it.</p></blockquote><p></p>
[QUOTE="Bastoche, post: 1713082, member: 306"] WP/VP system is kinda of a joke to me. It's only an explicit interpretation of the rule. Basically it has the same problem as the standard hit points i.e. wp = dodging + heavy level dependence. Furthermore, the amount of WP a target lose depends on the damage rolled that are in fact avoided. Makes no sense whatsoever. 3E removed called shots claiming that each attack [i]was[/i] a called shot to a deadly area. Why the heck does when you [technically] hit you do not kill? What I have in mind is more of a system where you roll to hit, if you hit, the difference between AC and the result determine the damage. So a dagger would confer a certain to hit bonus different from a longsword related to the respective damage of each weapon (probably the average damage rounded up or down +3 for dagger, +5 for long sword, etc). Basically, what I'm aiming at is a system where the average # of rounds required to slay a foe is more or less the same as in standard D&D (depending on the level of grittiness), but using a single roll that takes into account average hit points per level, average damage per attack and probability to hit, etc. AC as damage reduction is very unrealistic. You never pierce [i]through[/i] an armor, you pierce [i]around[/i] it. Damage reduction is a special ability that allow you to "soak" damage. An armor does not soak damage, it absorbs/deflect them. From my point of view, AC bonus is more realistic than damage reduction. YMMV though. Good suggestion about alternity. I have the books, i'll check it out. What I remember of that system is that it had a complicated system using many various dice to determine success. Maybe there's a way to just replace the mechanic with a simple d20 roll. Darkmaster: I had a very similar idea in mind. Add to that some sort of mechanic for fatigue (and recovery/break to gather some forces up to resume). Also, IRL, you NEVER lay in place when facing multiple opponents. The only realistic way to get through them all is by moving around a [i]lot[/i] and hoping for the best. AoO is also out of the equation. This could be handled by a skill. There would be so many fighting skills to be the "best" in a fight that it would balance out with spellcasting abilities and or other skills. And it would add options. A bit like the various feats. You couldn't spread all over the "standard" class abilies while avoiding to suck in all of them. My only problem to date is sneak attack that would be handled differently... I still have to think about it. [/QUOTE]
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