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<blockquote data-quote="Upper_Krust" data-source="post: 239042" data-attributes="member: 326"><p>Hi all! <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>Ryan (Dancey) delivers some good issues. I'll try and address them in turn with some possible thoughts on solutions:</p><p></p><p></p><p></p><p>My opinion is this can be done with Skill.</p><p></p><p>eg. A 20th-level character has their higher BAB (and Feats) add (significant) parrying penalties to their opponents.</p><p></p><p>Think of Driz'zt vs. Artemis Entreri. They rarely hit each other.</p><p></p><p>In encounters with multiple enemies characters can divide their BAB amongst the opponents (in both attack and defense).</p><p></p><p>Likewise they can divide their own BAB to deliver multiple attacks if they so wish.</p><p></p><p>Power Attack becomes automatic. Any surplus above the number to hit is added to damage.</p><p></p><p></p><p></p><p>Hit points represent Body Mass.</p><p></p><p>CON (bonus) represents Toughness.</p><p></p><p>eg. a 180lb human starts with 18 hit points. </p><p>an ogre may have 30-35hp</p><p>Hill Giants 110</p><p>etc.</p><p></p><p>With CON 14 for Toughness +2 (toughness reduces damage).</p><p></p><p>Armour also works like Damage Reduction (as with Toughness). I'm favour double the current AC bonuses (ie. Full Platemail reduces damage by 16)</p><p></p><p></p><p></p><p>(In a throwback to the 1st Ed. Star Wars RPG rules)</p><p></p><p>Dealing targets:</p><p>Damage < Hit Points (but overcoming toughness and armour) = Scratches (keep totalling when they equal hp thats a Minor wound)</p><p>Damage > Hit points = Minor Wound (-2 to all stats)</p><p>Damage > x2 Hit Points = Major Wound (all stats halved)</p><p>Damage > x3 Hit Points = Critical Wound (iminent incapacitation)</p><p>Damage > x4 Hit Points = Death</p><p></p><p>2 Minor Wounds = Major Wound</p><p>2 Major Wounds = Critical Wound</p><p>2 Critical Wounds = Death</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>Shouldn't be too difficult - does anyone have any problems that they think may not work with this new system?</p><p></p><p>Spells:</p><p>Lvl 1: Cure Minor Wound Touch</p><p>Lvl 2: Cure Major Wound; Cause Minor Wound Beam</p><p>Lvl 3: Cure Critical Wound; Cause Minor Wound Blast or Cone</p><p>Lvl 4: Cure Death; Cause Minor Wound Wave</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 239042, member: 326"] Hi all! :) Ryan (Dancey) delivers some good issues. I'll try and address them in turn with some possible thoughts on solutions: 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. 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) (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 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. 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 [/QUOTE]
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