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Quasi-Playtest: OSR Fighter
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<blockquote data-quote="GMMichael" data-source="post: 8350842" data-attributes="member: 6685730"><p>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. </p><p></p><p>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. . . </p><p></p><p>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). And the fighter gets certain bonuses and penalties depending on alignment.</p><p></p><p></p><p>I have some ideas for managing numbers:</p><p></p><p>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.</p><p>2) Henchmen. If you have fighting henchmen, you can use them to keep from being outnumbered. That <em>does</em> mean they will be in harm's way though...</p><p></p><p>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.</p><p></p><p>To Hit And Kill Others. Old-school sound, new-school usage.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 8350842, member: 6685730"] 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. . . 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). And the fighter gets certain bonuses and penalties depending on alignment. 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. 2) Henchmen. If you have fighting henchmen, you can use them to keep from being outnumbered. That [I]does[/I] mean they will be in harm's way though... 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. To Hit And Kill Others. Old-school sound, new-school usage. [/QUOTE]
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