New Model Army (warning: this link is SFW, but the rest of the site is NSFW)
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The above assumes two things:@Lanefan The fighter can reliably act first A) with a high initiative score or B) on her turn. If A is too low, she can skip her turn, making all of her actions into reactions for the round, and then begin her new turn first in the next round, with the top initiative score.
Indeed, but objectively easier when compared against expectations for other levels.Using a shield would be included in the defense/parry action, and probably at a bonus similar to, or greater than, the bonus provided by armor...
The hits/level ratio is interesting, but I think more useful for comparing classes than judging whether a fighter becomes harder to kill at higher levels. 52 hit points is objectively harder to kill than 12.
Is it? Remember, whatever system you end up with is going to have to work at all levels, not just the very first few.Wading into mooks may well be an OSR situation...but not at low levels. I seem to remember AD&D 2e characters being pretty fragile at low levels. Whether the fighter in question can demolish four mooks once he's achieved a higher level (5 or more?) is a little out of our scope. For now.
You mention "no-magic melee" in post 7; I took this to mean your system has no magic in it. Mis-read on my part, I guess.I don't think the "elsewhere" to which you refer pertains to this thread. There will definitely be casters in this OSR game, and they will have some nice tools for preventing death-by-goblin-arrows.
In theory, yes; but keep in mind it'll also make higher-level melee combats considerably swingier (and thus potentially more lethal) than you might be expecting. In effect, by giving so many h.p. at 1st level and then slowing down the by-level gain you're simply moving some of the usual low-level lethality up to higher levels.Thinking more about the hit points versus weapon damage - I wonder if it makes sense for HP gain to lag behind weapon damage. Doesn't that have an effect of capping the number of rounds in combat, despite fighting at higher levels?
1e starts to wobble at about 10th level (i.e. name level, which is high for 1e) and can really go off the rails by about 13th, particularly if one is using later add-ons such as UA. With enough kitbashing one can add a couple to those numbers, but diminishing returns rear their heads pretty quick after that.@Lanefan I'll be using an act-when-you-want initiative system that assigns priority in a cyclical way. That, probably, also does not say OSR
Good point about future-proofing. Just curious: did earlier D&D editions run smoothly at high level?
The first and biggest red flag I see is that 4 3rd-level Fighters can on average knock over a 10th level Fighter in one round!Digressing a bit here, but here's a look at higher-level melee:
Hit point gain happens at Fighter (highest) rate: 9 / 2 levels.
Fighters gain +1 THAKO per level - note that an unblocked attack is an auto-hit
Clerics gain +1 Parry (AC bonus) per level - note that a parry (armor usage) requires an action
STR provides THAKO bonus
DEX provides AC bonus
Each attack (including monsters and magic) tops off at 1d12, although magic might add a few bonus points
Armor and shield bonuses will probably be 1 through 5, so full plate + scutum MIGHT offer +10 to parry
Saving throws are attribute-based, cap at 19 attribute score, are reduced by caster proficiency
...
So a 10th level fighter, with about 55 hit points and an attack bonus of 15, uses plate armor and a large, enchanted shield for an armor bonus of 10 plus another 3 from Dexterity. Also, he gets two bonus actions by level 10, for 5 total. He's surrounded by four expert orc warriors, level 3, with 23 hit points each, great axes (two-handers) that do d12 (6.5) damage, armor bonuses of 4, and 12 actions among them.
One orc can attempt to block all of the fighter's attacks, but at 15 vs. 4, it's likely those defenses will mostly fail. The fighter's sword is at least a d10 (with a class feature that improves a d8 one-hander), so five attacks can probably kill one orc, even if she's defending. The other orcs get 9 unblocked attacks, causing 58 damage, defeating our unimaginative and almost-high-level fighter in one round.
Feel free to tinker with the above stats, but there's quite a bit of nuance left out (like hero points, environment, morale, positioning, etc.). If you see any red flags, let me know!
A flattened power curve isn't my specific intention, but it would be nice. Numbers should matter: a unit of spearmen should be able to dissuade an attacking gorgon (oliphaunt?), even if there's a big level discrepancy.Even if on average the 4 are going to beat the 1 it should take quite a bit longer than a single round on average, no matter what the system. . .
I think the 10th-level Fighter either needs better defense or more hit points...unless you're specifically going for a very flat power curve across the levels, which I admire if that's your intention.
I have some ideas for managing numbers:Either that, or anyone who runs this system is going to have to pay close attention to numbers of combatants to avoid having one side significantly outnumber the other, because your example really hammers home that strength in numbers is a big deal here.
Great minds... everyone gets three actions (which are supposed to be an attack, defense, and movement for smart NPCs). Your additional actions depend on your class, and obviously, the fighter's additional action choices are fight (attack) and parry.One option might be to split out attack actions and defense actions such that instead of just having 5 actions at 10th level you've got, say, three attack actions and three defense actions (or maybe two attack, two defense, and two do-what-you-want). Just spitballin'...![]()
To Hit And Kill Others. Old-school sound, new-school usage.What does THAKO stand for in this system? Originally it meant To Hit Armour Class 0 but that doesn't seem to apply here.
Er.....an AD&D combat round was one minute. An exploration turn was ten minutes. Both rounds and turns were used to define spell durations, depending on the spell.A flattened power curve isn't my specific intention, but it would be nice. Numbers should matter: a unit of spearmen should be able to dissuade an attacking gorgon (oliphaunt?), even if there's a big level discrepancy.
Having played this base system before, I can tell you that a single round is much more involved than a D&D round of, "You hit. You miss. OK move. You hit. He hits you." So it's not like our theoretical fighter is dying in six seconds flat. It's closer to the AD&D round of 10 minutes, with more engagement. . .
Ah, OK. Helpful to know this.That said, the 10th level fighter (currently) has more tools at her disposal that could push the battle into another round or two. First and foremost are her 10 daily hero points, which are good for d6-d10 healing each, although self-healing takes an action. Some perks that could make a difference: diehard (damage reduction with hero points), rage (cause more damage with hero points), and off the mark (more likely to get initiative priority).
But I'm not so sure about this. If this ends up systematically favouring one alignment over another, whether it be for PCs or NPCs, count me out in a hurry.And the fighter gets certain bonuses and penalties depending on alignment.
But PCs don't get this, so the DM still has to be careful not to outnumber the PCs too badly.I have some ideas for managing numbers:
1) Morale rules. I don't want to get too crazy with these, but fighting-to-the-death and when-outnumbered are problems. Something simple would be: NPC flees at half health.
And it means players have to be aware that henches are useful. IME this is rare.2) Henchmen. If you have fighting henchmen, you can use them to keep from being outnumbered. That does mean they will be in harm's way though...
Gotcha.To Hit And Kill Others. Old-school sound, new-school usage.
Two things, before the technical answer:Let's say the fighter encounters a squad of 5 kobolds. They throw 10 darts before he can close into melee range. Can he only defend against 3 darts?