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Quasi-Playtest: OSR Fighter
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<blockquote data-quote="GMMichael" data-source="post: 8346108" data-attributes="member: 6685730"><p>[USER=29398]@Lanefan[/USER] 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.</p><p></p><p>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...</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p>[HR][/HR]</p><p>[USER=10515]@Aelryinth[/USER] Constitution forms the base of a character's hit points, so each point added to CON increases total HP by one. Currently, fighters are getting one point of both STR and DEX on odd levels, and one point in score-of-choice on even levels. If that score-of-choice is CON, then fighters are getting an extra HP every two levels (in addition to the per-level HP bonus we're discussing).</p><p></p><p>The non-casting thief is currently just squishy because his AD&D counterpart was. Another reason for that would be to encourage thieves to stay away from combat (meta, I know). A third reason is that I've got them slotted to cost 1/6 less XP per level than clerics. So you get what you pay for. Will the thief fight better than the bard-with-magic? Obviously. Bards suck <img class="smilie smilie--emoji" alt="🤓" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f913.png" title="Nerd face :nerd:" data-shortname=":nerd:" loading="lazy" width="64" height="64" /> The real answer is I don't know - haven't drawn up a bard yet.</p><p>[hr][/hr]</p><p>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? Using Lanefan's numbers... a level 1 fighter lasts one round - three unblocked attacks. The level 10 fighter, 52 HP, takes 10.2 hits, which is four rounds of (defense-lacking) fighting, or 11 actions. Up at 20th level, now 92 HP, is 18.4 hits, or seven rounds of hits / 19 actions... not a significant decline in combat length. For the fighter. The cleric, thief, and magic-user might beg to differ...</p><p></p><p>Also, I fully expect high level combat(ants) to recognize that fighting a fighter on her terms is a dumb idea...better to cause damage to a different attribute than CON.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 8346108, member: 6685730"] [USER=29398]@Lanefan[/USER] 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. 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. 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. 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. [HR][/HR] [USER=10515]@Aelryinth[/USER] Constitution forms the base of a character's hit points, so each point added to CON increases total HP by one. Currently, fighters are getting one point of both STR and DEX on odd levels, and one point in score-of-choice on even levels. If that score-of-choice is CON, then fighters are getting an extra HP every two levels (in addition to the per-level HP bonus we're discussing). The non-casting thief is currently just squishy because his AD&D counterpart was. Another reason for that would be to encourage thieves to stay away from combat (meta, I know). A third reason is that I've got them slotted to cost 1/6 less XP per level than clerics. So you get what you pay for. Will the thief fight better than the bard-with-magic? Obviously. Bards suck 🤓 The real answer is I don't know - haven't drawn up a bard yet. [hr][/hr] 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? Using Lanefan's numbers... a level 1 fighter lasts one round - three unblocked attacks. The level 10 fighter, 52 HP, takes 10.2 hits, which is four rounds of (defense-lacking) fighting, or 11 actions. Up at 20th level, now 92 HP, is 18.4 hits, or seven rounds of hits / 19 actions... not a significant decline in combat length. For the fighter. The cleric, thief, and magic-user might beg to differ... Also, I fully expect high level combat(ants) to recognize that fighting a fighter on her terms is a dumb idea...better to cause damage to a different attribute than CON. [/QUOTE]
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