Hi all!
Ryan (Dancey) delivers some good issues. I'll try and address them in turn with some possible thoughts on solutions:
Ryan Dancey said:
1) Higher level characters should survive longer in combat than lower level characters, and should be harder for lower level characters to kill.
My opinion is this can be done with Skill.
eg. A 20th-level character has their higher BAB (and Feats) add (significant) parrying penalties to their opponents.
Think of Driz'zt vs. Artemis Entreri. They rarely hit each other.
In encounters with multiple enemies characters can divide their BAB amongst the opponents (in both attack and defense).
Likewise they can divide their own BAB to deliver multiple attacks if they so wish.
Power Attack becomes automatic. Any surplus above the number to hit is added to damage.
Ryan Dancey said:
2) The mechanic should be something very simple to explain and adjudicate.
Hit points represent Body Mass.
CON (bonus) represents Toughness.
eg. a 180lb human starts with 18 hit points.
an ogre may have 30-35hp
Hill Giants 110
etc.
With CON 14 for Toughness +2 (toughness reduces damage).
Armour also works like Damage Reduction (as with Toughness). I'm favour double the current AC bonuses (ie. Full Platemail reduces damage by 16)
Ryan Dancey said:
3) Something should happen to a character at some point after taking some amount of damage that makes that character react to being injured, but doesn't make it impossible for that character to function.
(In a throwback to the 1st Ed. Star Wars RPG rules)
Dealing targets:
Damage < Hit Points (but overcoming toughness and armour) = Scratches (keep totalling when they equal hp thats a Minor wound)
Damage > Hit points = Minor Wound (-2 to all stats)
Damage > x2 Hit Points = Major Wound (all stats halved)
Damage > x3 Hit Points = Critical Wound (iminent incapacitation)
Damage > x4 Hit Points = Death
2 Minor Wounds = Major Wound
2 Major Wounds = Critical Wound
2 Critical Wounds = Death
Ryan Dancey said:
4) Death from various forms of environmental effects should be swift and require extraordinary circumstances to avoid.
eg. If falling off a cliff delivers 20d6 damage almost any human would suffer death or be critically wounded. Since I don't advocate hit points naturally increasing.
Ryan Dancey said:
5) The game system should enumerate exactly what the damage system is, and should provide methods of interacting with that system which are consistent with that definition.
Shouldn't be too difficult - does anyone have any problems that they think may not work with this new system?
Spells:
Lvl 1: Cure Minor Wound Touch
Lvl 2: Cure Major Wound; Cause Minor Wound Beam
Lvl 3: Cure Critical Wound; Cause Minor Wound Blast or Cone
Lvl 4: Cure Death; Cause Minor Wound Wave