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Need critique for my combat system
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<blockquote data-quote="Eltern" data-source="post: 2998879" data-attributes="member: 5870"><p>Hey! Sorry, I've been moving and packing the last few days, so I haven't had a chance to check the boards. </p><p></p><p>Well, it looks like that the system does, in fact, take longer than standard d20. The additional factors that are needed for resolving an attack really pile on the minutes. I wonder if at high levels the speeds would reverse, as a few lucky rolls could still give a 20th level fighter three wounds to the head. You don't need to burn through a bunch of hit points. </p><p></p><p>Now that my campaign is starting back up, I'll try this out, and let you guys know how I tweak it to increase speed. Do you have any suggestions in particular, SpiralBound?</p><p></p><p>As for the issue of differing weapon damage: While I'm not a martial artist, I have a few friends that are big into killing people. They do fencing, several different Asian fighting styles, historical European fighting styles, etc. And as they relate it to me, it is very, very easy to kill someone, let alone hurt them. It takes something on the order of one pound of pressure to break the skin, and if that's aimed at the right place a little bit of force can be deadly. </p><p></p><p>As I understand it, the driving force behind the differentiation of weapons in history was the development of armor. But at the basic level of hurting a plain old unarmored human, every weapon is basically equally effective. A dagger may be smaller than a greatsword, but it will still kill you with one or two well placed thrusts.</p><p></p><p>There are, of course, upper and lower thresholds. A noodle is not an effective weapon. At that point, you might as well be fighting unarmed. A rocket launcher is more effective than a pistol (depending on what range your target is at). However, within the standard scope of D&D weaponry, everything is about equal with each other. The great unequalizer is armor. </p><p></p><p>Now, that may all be bullhockey. As I said, I'm no expert. This is just how I've come to understand it.</p></blockquote><p></p>
[QUOTE="Eltern, post: 2998879, member: 5870"] Hey! Sorry, I've been moving and packing the last few days, so I haven't had a chance to check the boards. Well, it looks like that the system does, in fact, take longer than standard d20. The additional factors that are needed for resolving an attack really pile on the minutes. I wonder if at high levels the speeds would reverse, as a few lucky rolls could still give a 20th level fighter three wounds to the head. You don't need to burn through a bunch of hit points. Now that my campaign is starting back up, I'll try this out, and let you guys know how I tweak it to increase speed. Do you have any suggestions in particular, SpiralBound? As for the issue of differing weapon damage: While I'm not a martial artist, I have a few friends that are big into killing people. They do fencing, several different Asian fighting styles, historical European fighting styles, etc. And as they relate it to me, it is very, very easy to kill someone, let alone hurt them. It takes something on the order of one pound of pressure to break the skin, and if that's aimed at the right place a little bit of force can be deadly. As I understand it, the driving force behind the differentiation of weapons in history was the development of armor. But at the basic level of hurting a plain old unarmored human, every weapon is basically equally effective. A dagger may be smaller than a greatsword, but it will still kill you with one or two well placed thrusts. There are, of course, upper and lower thresholds. A noodle is not an effective weapon. At that point, you might as well be fighting unarmed. A rocket launcher is more effective than a pistol (depending on what range your target is at). However, within the standard scope of D&D weaponry, everything is about equal with each other. The great unequalizer is armor. Now, that may all be bullhockey. As I said, I'm no expert. This is just how I've come to understand it. [/QUOTE]
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Need critique for my combat system
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