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People are Squishy (Abstract combat).
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<blockquote data-quote="Primitive Screwhead" data-source="post: 6066979" data-attributes="member: 20805"><p>I agree that the DnD combat system could be much better done different than the old, abstract Hit points + damage dice + armor class. However, changing it up too much would make the game 'not DnD'... so I don't expect Next to take this direction. It would be nice to have some of these as options tho:</p><p></p><p>1- Attack damage is based on the skill of the attacker versus the skill of the defender</p><p>2 - equipment {armor, weapon, spell, etc} give the character expanded options instead of escalating the math. Different weapons allow for different types of attacks.</p><p>3 - Character 'Tiers' are levers used by GMs to build the world they want, distinctly different than character levels. This allows a game with a 1st level warrior{Spartacus}, 1st level demi-god {Hercules}, and a 1st level cambion {Spawn} to all fight with equal skill but with different feeling. See recent movie {whose name I am forgetting} in which the greek hero character {demi-god} defeated a Chimera with a picnic table.</p><p>4 - The environment matters in a way that is easy to implement. Too many combats are run in empty rooms with the combatants standing toe-to-toe. I want a game mechanic that encourages diving behind cover, maneuvering around obstacles, and generally being something other than two bags of HP slugging each other.</p><p></p><p>Is this doable? I think so. Next could probably tweak the current assumptions about combat and build peices of this into the game.</p><p></p><p>But, back on track with the OP.</p><p> IMHO ignorance drives the 'battle axes are the bomb and need to deal more damage', same with the whole 9mm versus 45 versus 50 cal. Movies and TV shows play up the sexy weapons. Real world? the most deadly secret service {Isreal's} uses .22 cal pistols and highly trained operatives. The Roman Legionnaires primary weapon was the short sword. The Mohican's weapon of choice was the tomahawk.</p><p></p><p>Bigger isn't always better.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6066979, member: 20805"] I agree that the DnD combat system could be much better done different than the old, abstract Hit points + damage dice + armor class. However, changing it up too much would make the game 'not DnD'... so I don't expect Next to take this direction. It would be nice to have some of these as options tho: 1- Attack damage is based on the skill of the attacker versus the skill of the defender 2 - equipment {armor, weapon, spell, etc} give the character expanded options instead of escalating the math. Different weapons allow for different types of attacks. 3 - Character 'Tiers' are levers used by GMs to build the world they want, distinctly different than character levels. This allows a game with a 1st level warrior{Spartacus}, 1st level demi-god {Hercules}, and a 1st level cambion {Spawn} to all fight with equal skill but with different feeling. See recent movie {whose name I am forgetting} in which the greek hero character {demi-god} defeated a Chimera with a picnic table. 4 - The environment matters in a way that is easy to implement. Too many combats are run in empty rooms with the combatants standing toe-to-toe. I want a game mechanic that encourages diving behind cover, maneuvering around obstacles, and generally being something other than two bags of HP slugging each other. Is this doable? I think so. Next could probably tweak the current assumptions about combat and build peices of this into the game. But, back on track with the OP. IMHO ignorance drives the 'battle axes are the bomb and need to deal more damage', same with the whole 9mm versus 45 versus 50 cal. Movies and TV shows play up the sexy weapons. Real world? the most deadly secret service {Isreal's} uses .22 cal pistols and highly trained operatives. The Roman Legionnaires primary weapon was the short sword. The Mohican's weapon of choice was the tomahawk. Bigger isn't always better. [/QUOTE]
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