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<blockquote data-quote="Lanefan" data-source="post: 3335011" data-attributes="member: 29398"><p>There's a few ways to tweak the game mechanics to add in tiny shreds of realism without sacrificing very much:</p><p></p><p>1. Re-roll initiative each round. (and maybe cut back on or remove Improved Initiative, as it becomes much more powerful)</p><p></p><p>2. If you have more than one action in a round (e.g. multiple attacks) each gets its own initiative; proviso being the same action cannot happen twice on the same initiative (thus if you get two attacks with the same weapon the initiatives have to be different but if you're attacking with two weapons the initiatives can be the same if the dice say so). Both 1 and 2 here try to get away from my-turn your-turn combat, which is utterly unrealistic.</p><p></p><p>3. Go to a wound/vitality system (we call it body points and fatigue points); in 3e your 1st-level unadjusted hit points can be your b.p., everything else is f.p. Body points are harder to heal back as they represent real physical damage; f.p. are easier to heal/rest back as they represent minor nicks, cuts, scratches, and general wear and tear...and fatigue (though I gather in 3e fatigue already has a specific meaning; need a new term for this).</p><p></p><p>3a. Once you're on a b.p.-f.p. system, accounting within the hit-point system for things like limb loss etc. becomes much easier. I mean, right now, how does the game handle it if your PC loses a leg? (and vorpal weapons become much more interesting if they can cut off parts other than heads)'</p><p></p><p>4. After each significant combat, have people roll checks on the condition of their armour, shield, weapons, etc. This is too detailed for some (including me) but it *is* realistic...if your shield spends the day getting bashed, chances are it'll need some repair that evening.</p><p></p><p>Now, these don't solve everything...nothing can...but a small step is better than none... <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>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 3335011, member: 29398"] There's a few ways to tweak the game mechanics to add in tiny shreds of realism without sacrificing very much: 1. Re-roll initiative each round. (and maybe cut back on or remove Improved Initiative, as it becomes much more powerful) 2. If you have more than one action in a round (e.g. multiple attacks) each gets its own initiative; proviso being the same action cannot happen twice on the same initiative (thus if you get two attacks with the same weapon the initiatives have to be different but if you're attacking with two weapons the initiatives can be the same if the dice say so). Both 1 and 2 here try to get away from my-turn your-turn combat, which is utterly unrealistic. 3. Go to a wound/vitality system (we call it body points and fatigue points); in 3e your 1st-level unadjusted hit points can be your b.p., everything else is f.p. Body points are harder to heal back as they represent real physical damage; f.p. are easier to heal/rest back as they represent minor nicks, cuts, scratches, and general wear and tear...and fatigue (though I gather in 3e fatigue already has a specific meaning; need a new term for this). 3a. Once you're on a b.p.-f.p. system, accounting within the hit-point system for things like limb loss etc. becomes much easier. I mean, right now, how does the game handle it if your PC loses a leg? (and vorpal weapons become much more interesting if they can cut off parts other than heads)' 4. After each significant combat, have people roll checks on the condition of their armour, shield, weapons, etc. This is too detailed for some (including me) but it *is* realistic...if your shield spends the day getting bashed, chances are it'll need some repair that evening. Now, these don't solve everything...nothing can...but a small step is better than none... :) Lanefan [/QUOTE]
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