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Salvageable Innovations from 4e for Nonenthusiasts
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<blockquote data-quote="JamesonCourage" data-source="post: 5600426" data-attributes="member: 6668292"><p>I like that guy.</p><p></p><p></p><p></p><p>They weren't given as examples. Most examples included D&D, and even 3.X or Pathfinder. But I agree, hit points work very differently depending on the system. I run a 3.X modeled game, but I don't add in Con bonus automatically to hit points. This makes my hit points (both types) potentially very different from 3.X. So I do understand your point.</p><p></p><p>However, if certain examples are used, I'm probably going to address those examples. </p><p></p><p></p><p></p><p>Yep, it sure is. That is a fine example.</p><p></p><p></p><p></p><p>I've done something similar. For each X amount you beat someone's AC, you deal an extra damage die. This means that exceptionally skilled people will be potentially much more damage to lesser skilled people.</p><p></p><p>Also, my AC against surprise is even harsher than 3.X, so ambushes hurt that much more (especially with higher rolls dealing extra damage dice). On top of that, for each time you're attacked in a round, you take a cumulative penalty to defense. This increases your odds of being struck, as well as the potential damage done to you (as the more they beat you by, the more damage they deal).</p><p></p><p></p><p></p><p>Out of curiosity, I'm assuming this is for your game? Although, I would say that I wouldn't give him the drop on Smaug, as he'd emptied his quiver of all but the Black Arrow up to this point. I think Smaug is well aware of him. Unless, of course, getting the drop on something means something different within the context of the game (which it might very well mean).</p><p></p><p></p><p></p><p>I do think the system is robust, I just think attributing anomalies to certain things (critical hit charts, save or die arrows, or the like) actually hurts the argument put forth.</p><p></p><p>As always, though, play what you like <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></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5600426, member: 6668292"] I like that guy. They weren't given as examples. Most examples included D&D, and even 3.X or Pathfinder. But I agree, hit points work very differently depending on the system. I run a 3.X modeled game, but I don't add in Con bonus automatically to hit points. This makes my hit points (both types) potentially very different from 3.X. So I do understand your point. However, if certain examples are used, I'm probably going to address those examples. Yep, it sure is. That is a fine example. I've done something similar. For each X amount you beat someone's AC, you deal an extra damage die. This means that exceptionally skilled people will be potentially much more damage to lesser skilled people. Also, my AC against surprise is even harsher than 3.X, so ambushes hurt that much more (especially with higher rolls dealing extra damage dice). On top of that, for each time you're attacked in a round, you take a cumulative penalty to defense. This increases your odds of being struck, as well as the potential damage done to you (as the more they beat you by, the more damage they deal). Out of curiosity, I'm assuming this is for your game? Although, I would say that I wouldn't give him the drop on Smaug, as he'd emptied his quiver of all but the Black Arrow up to this point. I think Smaug is well aware of him. Unless, of course, getting the drop on something means something different within the context of the game (which it might very well mean). I do think the system is robust, I just think attributing anomalies to certain things (critical hit charts, save or die arrows, or the like) actually hurts the argument put forth. As always, though, play what you like :) [/QUOTE]
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