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Quasi-Playtest: OSR Fighter
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<blockquote data-quote="Lanefan" data-source="post: 8349735" data-attributes="member: 29398"><p>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.</p><p></p><p>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! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> And even if the 10th survives that first round, on average she's got another 6 unblocked attacks coming at her next round for - at a guess - mid-30's total damage.</p><p></p><p>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.</p><p></p><p>Looking a bit more closely (and hoping I understand what's going on) 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.</p><p></p><p>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.</p><p></p><p>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'... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>What does THAKO stand for in this system? Originally it meant To Hit Armour Class 0 but that doesn't seem to apply here.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8349735, member: 29398"] 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. 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! :) And even if the 10th survives that first round, on average she's got another 6 unblocked attacks coming at her next round for - at a guess - mid-30's total damage. 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. Looking a bit more closely (and hoping I understand what's going on) 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. 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. 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'... :) What does THAKO stand for in this system? Originally it meant To Hit Armour Class 0 but that doesn't seem to apply here. [/QUOTE]
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