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General Tabletop Discussion
*Dungeons & Dragons
Q&A 10/17/13 - Crits, Damage on Miss, Wildshape
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<blockquote data-quote="urLordy" data-source="post: 6210056" data-attributes="member: 6747028"><p>Speaking of which, I would be OK with something like D&D fighters having an auto-damage aura which inflicts non-lethal damage. In the fiction, for hp-as-meat games, this reflects exhaustion from blocking and dodging the fighter's unrelenting assault, and creatures which are immune to exhaustion are not affected. For other games, the fighter aura could inflict more nebulous loss of morale and destiny, and even Queen Mag might be affected in that campaign. This is preferably not a hit on miss, which is just confusing lingo that piles on top of the existing problems. It's preferably not exclusive to great weapon fighting but ideal to that stance. And, of course, it should be fun and easy to play. It could be part of a tactical module. I don't know if it's practical, but something in that vein doesn't count against my threshold for outcome-based mechanics. It does not ask me to interpret a hit-on-a-miss round by round. It jives with how I experience sparring, how your stamina gets sapped in a long fight with a strong opponent. For world-building, it tells me an interesting story of how fiercesome a fantasy warrior is.</p><p></p><p>Unlike hit on miss which just compounds lingo inconsistenices, all that it requires me to do is 1) imagine that engaging in combat with a fighter hero costs hp every round, and 2) hit points in a modern D&D has a significant non-lethal (stamina, morale, etc.) component. (And if the autodamage is null if the player rolls a 1 on attack rolls, then a simple villager has a 5% chance of not being hurt automatically)</p></blockquote><p></p>
[QUOTE="urLordy, post: 6210056, member: 6747028"] Speaking of which, I would be OK with something like D&D fighters having an auto-damage aura which inflicts non-lethal damage. In the fiction, for hp-as-meat games, this reflects exhaustion from blocking and dodging the fighter's unrelenting assault, and creatures which are immune to exhaustion are not affected. For other games, the fighter aura could inflict more nebulous loss of morale and destiny, and even Queen Mag might be affected in that campaign. This is preferably not a hit on miss, which is just confusing lingo that piles on top of the existing problems. It's preferably not exclusive to great weapon fighting but ideal to that stance. And, of course, it should be fun and easy to play. It could be part of a tactical module. I don't know if it's practical, but something in that vein doesn't count against my threshold for outcome-based mechanics. It does not ask me to interpret a hit-on-a-miss round by round. It jives with how I experience sparring, how your stamina gets sapped in a long fight with a strong opponent. For world-building, it tells me an interesting story of how fiercesome a fantasy warrior is. Unlike hit on miss which just compounds lingo inconsistenices, all that it requires me to do is 1) imagine that engaging in combat with a fighter hero costs hp every round, and 2) hit points in a modern D&D has a significant non-lethal (stamina, morale, etc.) component. (And if the autodamage is null if the player rolls a 1 on attack rolls, then a simple villager has a 5% chance of not being hurt automatically) [/QUOTE]
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Q&A 10/17/13 - Crits, Damage on Miss, Wildshape
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