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Major D20 Combat Change: Suggestions?
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<blockquote data-quote="Sylrae" data-source="post: 4994743" data-attributes="member: 48520"><p>I looked at gurps, and it looked so clunky I couldnt bring myself to try it. Not just at character creation looking clunky, but the whole game. I'm going for something a tad more realistic than standard d20, but more intuitive than gurps. But for now this is just discussion to try to work out if its feasible and how to best approach it.</p><p> </p><p>But anyway:</p><p> </p><p>1) Hmm. Few things: Are there any decent called shot systems out there? Secondly, mayhaps in conjunction with 2) below, Piecemeal Armor could be a decent concept?</p><p> </p><p>2) We play with exploding criticals, that's nothing new, but not the expanded crit ranges. for the Armor as DR possibility, I was thinking something like soak in oWoD. Wherein the DR is there, but it's variable, as in you roll for it. The other thing I thought of (which would introduce more granularity) > is Armor as HP (which is why I mentioned it). It's the system used in the original Final Fantasy Tactics, as well as in the LARP that gave me the Idea for piecemeal armor. Possibly the fractional bonuses would be less of a problem if I used the Armor as HP Variant too. and with nonscaling HP, Armor would still be useful for giving extra HP.</p><p> </p><p>3) Static hit points would not be used in conjunction with the standard monster manual, or standard spells. Possibly weapons either. Monsters would have ajusted HP and damage output before a game got started.</p><p> </p><p>Additionally, The number of hit points would be CON based. something Like Size+Con Score+Natural Armor type of deal. (that's just a suggestion off the top of my head). (Players would have alot more than 5 hit points., you'd probably get 5+ just for being a medium creature).</p><p> </p><p>4) Essentially, level one damage would stay the same, and damage increase per attack by the level would decrease dramatically. This is why I was thinking either randomized DR, or Armor as Hit Points.</p><p> </p><p>5) Hmm. Maybe if attacks weren't boolean (you can fail by X, and only take partial damage, or something) might alleviate the Dodge or Die issue. For some of the things you mentioned, damage would scale down. for others? Well, a 1000 foot drop is likely to kill you.</p><p> </p><p>6) It could be too complex. The main things I'm thinking: </p><p>These add to DC (which starts at 0)</p><p>If you wear armor youre not proficient in, you take a +4 penalty like with weapons (won't come up much). </p><p>If you wear armor that hinders casting, you take a penalty (each 5% easily converts to a +1.)</p><p>If you cast a spell, you add the spell level.</p><p>and finally, if youre carrying enough to slow your movement, you cant move effectively (basically a circumstance modifier with only one of a couple values, like, 0, +2, +4, +6)</p><p> </p><p>Since its a caster level check, it gets easier as you gain levels.</p><p> </p><p>Armored mage would provide a bonus to this check, based on what kind of percentage chance it gets rid of.</p><p> </p><p> </p><p>7) These things always seemed like things everyone should be able to do anyways.</p><p> </p><p>8) Thanks</p><p> </p><p>9) Yeah, but the goal is to make multiclass casters not suck, without giving everyone a huge power boost like trailblazer did to do it.</p><p> </p><p>10) YAY! Down With LA! It's a Poorly Done System!</p><p> </p><p>Admittably, these arent completely uninspired changes</p><p>The Hit Points Idea is inspired by Whitewolf's nWoD</p><p>The armor is inspired by UnderworldLarp.ca</p><p>Damage would obviously need to be scaled down to non-infinite increasingness. As for the 1 Bad luck = death, hopefully damage would be scaled down enough that few things would one-shot you.</p><p> </p><p>I like called shot but have yet to see decent rules for it other than: Let the DM Improvise something, which IIRC was what 3.0 did.</p><p> </p><p>You make a good point with 2) > but what do you think of the Armor as HP Idea?</p><p> </p><p>Your DB could work like Evasion and allow percentage damage (IE Half Damage) depending on how much your DB is beaten by, which would make your dodge bonus more than a boolean value. If something barely hits, that will be reflected in the damage dealt.</p><p> </p><p>The DB Could also be used for things like falling, area damage, etc, with the same premise as having it work evasion-y. Being dunked in acid or lava is generally going to kill you. Maybe the amount of damage it deals will be scaled down too, but if youre submerged in acid or lava, unless you have some crazy immunities or resistances, be prepared to die by it.</p><p> </p><p>9 is obviously trailblazer inspired, but I was thinking of keeping the casters closer to their original states in terms of spell levels and spells per day, and spells known, instead of the trailblazer route. Having caster levels added together and spell slots be more class-independent seems like a good Idea to me though.</p><p> </p><p>Oh, a small number of HP could be gained per level, but it would have to be very small to not mess with the ideas here. Probably better to be based on the above (unless you take a feat for extra hitpoints, or something). Something based on old HDs. I know! Class HP Bonus like BAB</p><p>d4: (1)/level</p><p>d6: (4/3)/level</p><p>d8: (5/3)/level</p><p>d10: (2)/level</p><p>d12: (7/3)~/level</p><p> </p><p>That equates, at level 20 to:</p><p>d4: +20Hp</p><p>d6: +26Hp</p><p>d8: +33Hp</p><p>d10: +40Hp</p><p>d12: +46Hp</p></blockquote><p></p>
[QUOTE="Sylrae, post: 4994743, member: 48520"] I looked at gurps, and it looked so clunky I couldnt bring myself to try it. Not just at character creation looking clunky, but the whole game. I'm going for something a tad more realistic than standard d20, but more intuitive than gurps. But for now this is just discussion to try to work out if its feasible and how to best approach it. But anyway: 1) Hmm. Few things: Are there any decent called shot systems out there? Secondly, mayhaps in conjunction with 2) below, Piecemeal Armor could be a decent concept? 2) We play with exploding criticals, that's nothing new, but not the expanded crit ranges. for the Armor as DR possibility, I was thinking something like soak in oWoD. Wherein the DR is there, but it's variable, as in you roll for it. The other thing I thought of (which would introduce more granularity) > is Armor as HP (which is why I mentioned it). It's the system used in the original Final Fantasy Tactics, as well as in the LARP that gave me the Idea for piecemeal armor. Possibly the fractional bonuses would be less of a problem if I used the Armor as HP Variant too. and with nonscaling HP, Armor would still be useful for giving extra HP. 3) Static hit points would not be used in conjunction with the standard monster manual, or standard spells. Possibly weapons either. Monsters would have ajusted HP and damage output before a game got started. Additionally, The number of hit points would be CON based. something Like Size+Con Score+Natural Armor type of deal. (that's just a suggestion off the top of my head). (Players would have alot more than 5 hit points., you'd probably get 5+ just for being a medium creature). 4) Essentially, level one damage would stay the same, and damage increase per attack by the level would decrease dramatically. This is why I was thinking either randomized DR, or Armor as Hit Points. 5) Hmm. Maybe if attacks weren't boolean (you can fail by X, and only take partial damage, or something) might alleviate the Dodge or Die issue. For some of the things you mentioned, damage would scale down. for others? Well, a 1000 foot drop is likely to kill you. 6) It could be too complex. The main things I'm thinking: These add to DC (which starts at 0) If you wear armor youre not proficient in, you take a +4 penalty like with weapons (won't come up much). If you wear armor that hinders casting, you take a penalty (each 5% easily converts to a +1.) If you cast a spell, you add the spell level. and finally, if youre carrying enough to slow your movement, you cant move effectively (basically a circumstance modifier with only one of a couple values, like, 0, +2, +4, +6) Since its a caster level check, it gets easier as you gain levels. Armored mage would provide a bonus to this check, based on what kind of percentage chance it gets rid of. 7) These things always seemed like things everyone should be able to do anyways. 8) Thanks 9) Yeah, but the goal is to make multiclass casters not suck, without giving everyone a huge power boost like trailblazer did to do it. 10) YAY! Down With LA! It's a Poorly Done System! Admittably, these arent completely uninspired changes The Hit Points Idea is inspired by Whitewolf's nWoD The armor is inspired by UnderworldLarp.ca Damage would obviously need to be scaled down to non-infinite increasingness. As for the 1 Bad luck = death, hopefully damage would be scaled down enough that few things would one-shot you. I like called shot but have yet to see decent rules for it other than: Let the DM Improvise something, which IIRC was what 3.0 did. You make a good point with 2) > but what do you think of the Armor as HP Idea? Your DB could work like Evasion and allow percentage damage (IE Half Damage) depending on how much your DB is beaten by, which would make your dodge bonus more than a boolean value. If something barely hits, that will be reflected in the damage dealt. The DB Could also be used for things like falling, area damage, etc, with the same premise as having it work evasion-y. Being dunked in acid or lava is generally going to kill you. Maybe the amount of damage it deals will be scaled down too, but if youre submerged in acid or lava, unless you have some crazy immunities or resistances, be prepared to die by it. 9 is obviously trailblazer inspired, but I was thinking of keeping the casters closer to their original states in terms of spell levels and spells per day, and spells known, instead of the trailblazer route. Having caster levels added together and spell slots be more class-independent seems like a good Idea to me though. Oh, a small number of HP could be gained per level, but it would have to be very small to not mess with the ideas here. Probably better to be based on the above (unless you take a feat for extra hitpoints, or something). Something based on old HDs. I know! Class HP Bonus like BAB d4: (1)/level d6: (4/3)/level d8: (5/3)/level d10: (2)/level d12: (7/3)~/level That equates, at level 20 to: d4: +20Hp d6: +26Hp d8: +33Hp d10: +40Hp d12: +46Hp [/QUOTE]
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