Thomas Shey
Legend
In fantasy hero, I had one PC who was speed 8 (when the magic was on).
I never found a 7 that much of an issue when everyone else was SPD 5-6
In fantasy hero, I had one PC who was speed 8 (when the magic was on).
Which makes the game aspect complete fail - the even pace is for fairness. "So, Mrs. Lincoln, aside from that, how was the play?"
Fame and Fortune Points are on the short list of things I remember from Top Secret:Other games use different tools, like fame and fortune points, going back to Top Secret.
Yeah. gets odd anytime you mess with the chart, but if you guarantee that they get their slots, just not when, it's not too bad.There were also some timing things in Hero about active defenses like Dodge and Block that I can't help but think would get--odd.
Yeah. gets odd anytime you mess with the chart, but if you guarantee that they get their slots, just not when, it's not too bad.
Huh, this response just had me off-the-cuff think about introducing a ranged damage modifier: "Disadvantage on Damage" at Long Range. Currently, the archer-types - in my game at least - don't much care if they are shooting at Long Range; they have Advantage from Steady Aim, or stealth, or faerie fire or or or... and frequently multiple of the above. And even if they do have to roll at Disad, they hit anyway. Having their d8 damage shifted down a step because of the "loss of penetration" relevance would be a nice simple thing to tweak. (Ultimately, probably simpler to just say "-2 damage" and avoid the roll, but scale matters when it's not a d8 arrow but a 3d10 boulder or something.)No I hadn't, but his conclusions are really close to the numbers I'm using in my 3e homebrew, albeit I have more range increments. Of course, the real ranged increments probably vary rather than are linear increments, but I'm not actually trying to be realistic just "casually realistic" in as much as the results are in line with casual expectations. As such, I don't deal with trying to figure out from the data how much velocity a longbow shaft loses over the course of its flight and corresponding losses of penetration (which in D&D would affect both 'to hit' versus AC and expected damage). Things like that would probably require me to renormalize damage to deal with the actual shearing force of a weapon and whether it could cut cloth and skin, and so on and so forth. And that's before we get into the problem that "damage" effects would need to be dealt with as a combination of pushing force (does it knock you down), pain (does it stimulate your nerves), and tissue destruction (how many arteries/capillaries ect. are severed) since the real killing things are shock and blood loss and infection. We'd have to actually deal with the real trauma response of bodies. Whose got time for that?
That's "why" adventurers are rare, despite the fabulous riches they can achieve in a short amount of time. (a) You need to be a little "touched in the head", and (b) most adventurers die.Yeah I was going to say something along those lines. There's "realistic combat" and then there's "realistic consequences for behavior in combat that is fun to watch/imagine".
I don't really want either in my movies, with maybe occasional exceptions.
Or in my RPGs.
"Wait, you want me to go into this dark hole in the ground, even though vampires and dragons and neo-otyughs are real? Yeah, I don't think so...."
Huh, this response just had me off-the-cuff think about introducing a ranged damage modifier: "Disadvantage on Damage" at Long Range. Currently, the archer-types - in my game at least - don't much care if they are shooting at Long Range; they have Advantage from Steady Aim, or stealth, or faerie fire or or or... and frequently multiple of the above. And even if they do have to roll at Disad, they hit anyway. Having their d8 damage shifted down a step because of the "loss of penetration" relevance would be a nice simple thing to tweak. (Ultimately, probably simpler to just say "-2 damage" and avoid the roll, but scale matters when it's not a d8 arrow but a 3d10 boulder or something.)
I mean, even being one of a dozen caravan guards has got to be literally one of the worst trash jobs you can take. Are you really going to prioritize the merchant's goods over your own life when an enraged owlbear comes charging out of the woods for a snack?
This. For example, D&D monsters "die" at 0hp, while characters have Death Saves (or negative hp, depending on the edition). Many systems have Hero/Fate/Luck/Inspiration/Toon points, too, which maybe only Boss Monsters share, which mitigates bad luck or fatal injury.These are not actually entirely mutually exclusive. You can have the core system be relatively realistic, but provide a metacurrency that allows PCs and selective NPCs to put their thumbs on the scale. That's essentially the tact that Savage Worlds and a few others do.