hawkeyefan
Legend
Makes sense. People don't realize just how valuable post-grad studies really are.
It was actually a part of my thesis… we were simulating falling in RPGs!
Makes sense. People don't realize just how valuable post-grad studies really are.
The 3e epic handbook had the prestige class that allowed some mighty feats of strength. I'm sure there are other examples.Since when do D&D characters of any level demonstrate MCU hulk/thor-esc physical capability?
It all comes back to hit points, huh? We can't stay away from it for long.
To be fair armour and DR in many more abstract systems can feel just as odd.
I mean if you stab someone wearing a breastplate with a rapier you either need to go through it or do no damage - the idea that you do less damage doesn't really make all that much sense.
Yes. In which you case you wouldn't attack the armoured part -in effect making a smaller viable target which is more difficult to hit.
If there is one. The reason for using the example of a breastplate is because it in particular doesn't work in this situation it doesn't have joints or weak spots. The weak spots are where the armour isn't.
Armour as DR works better against full sets of armour for that reason. But if you have a setting like the 16th century where a lot of people went around with a solid metal helmets and breastplates Armour as DR, as least situationally, doesn't work as well as just making it harder to hit.
This is one of those cases, like weapon speeds where I think people's intuition is often wrong.
Modelling armour is difficult. Especially if you want plausible and realistic interactions of weapon and armour without too much complexity overhead.
Ultimately you need the system to have the means to have both DR and to have means to bypass and get around armour (or use hit locations) - or in other words make you harder to hit.
Amateur! You forgot the most important D. Divide. I want my loot!Always remember the 5 D's of D&D: Dodge, Duck, Dip, Dive, and Dodge!
Well yes but I was using the example earlier of a rapier. You do need to distinguish between at least types of weapons.Yeah, but assuming you don't assume really static combat, there's always attacks coming in at angles not intended. Even good breastplates aren't hermetically sealed; you can get up under them or come in at some angles because you still need to bend in them.
You could deal with that by being really fine in dealing with angles and locations, but its finicky beyond what even most simulationists want to fiddle with. I ran Fringeworthy on occasion, but I sure didn't use its game system and hit location tables.
I'm not sold on that. Even in those cases there were weapons in use that could tranfer some damage in through armor; there wasn't enough deadspace for a maul not to still bruise you up pretty good, and there's the pick problem.
Yeah. Fantasy with big monsters probably needs to be more abstract. But given that I don't really see any good reason to prefer armour as DR over the alternative. Both have issues at the abstract level. (And armour as DR has the double chance of failure issue - although at the same time that can help make PCs more survivable without escalating hit points - but these are gameplay issues)Depending on your definition of "too much" I'm not sold its functionally possible.
The problem is, sometimes it shouldn't even really do that. That's always the problem with the giants-and-large-animals issue in fantasy. Some of those even the best mundane armor is going to do is take the edge off what may be too much damage anyway.
Well yes but I was using the example earlier of a rapier. You do need to distinguish between at least types of weapons.
Yeah. Fantasy with big monsters probably needs to be more abstract. But given that I don't really see any good reason to prefer armour as DR over the alternative. Both have issues at the abstract level. (And armour as DR has the double chance of failure issue - although at the same time that can help make PCs more survivable without escalating hit points - but these are gameplay issues)
And for my personal gaming needs - I tend toward historical scenarios rather than fantasy these days.
If you're doubling the dice every 10 feet over 20, it goes up a lot farther than 210d6 by 200 feet. 20=2d6, 30=4d6(normally 3d6), 40=8d6, 50=17d6..........100=512d6 and on. Or maybe I don't understand what you mean by doubling the dice after 20 feet.According to XGtE you fall 500 feet in six seconds, which is close if you were falling at terminal velocity and round off. Using the splat calculator, a person using the skydiver belly down position reaches terminal velocity at around 160 feet, although it varies by height and weight and the person falling probably doesn't have good form. So 20 dice of damage is not completely out of the question.
I thought about creating a house rule at one point - that as you fall you fall faster and faster so each 10 feet is an extra d6. So
Of course what doesn't work is that it's only 20 d6, I'd be tempted to double up the dice for every 10 feet after 20. So fall 20 feet and it's 2d6, at 30 it's 6d6, 40 for 106d6 and so on. If you do that by the time you've fallen 200 feet you're taking 210D6 (plugging numbers into a spreadsheet) for 732 points of damage on average. You can change that fairly easily, add an extra 1d6 for every 10 feet by 20 foot intervals or such.
In any case I just let people know that if they fall far enough they're going to die unless they can fly or someone has magic.
Can we try to find an example arguing against simulation that doesn't involve hit points? Just as a change of pace?