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General Tabletop Discussion
*TTRPGs General
Simplifying the Combat Rules
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<blockquote data-quote="jezter6" data-source="post: 2071859" data-attributes="member: 6567"><p>I tried for weeks to come up with a combat system like M&M (that blue rose is based on), but I just NEVER got it to work based on the number of changes you have to make to the entire system. I don't have blue rose to see how they did it, and I doubt if it would directly compare to base d20 on things.</p><p></p><p>Removing hit points: Ok, I wanted to do that as well, but what bonus do you give for people with lots of levels in a d10 (or d12 for that matter) class. They should be given a much better survival chance as the d6 classes, otherwise the balance is thrown off and the high HP classes become weaker because they generally lack some of the abilities/skill points/whatever that the lower dice classes get in return for crappy hit dice. I never managed to find a bonus that 'worked' to the point where a d10 or d12 char would get hit even a fair amount of time while making it not super easy to smack down a d6 char.</p><p></p><p>The whole point I wanted to get thru was the damage roll and subtracting hit points, but then you have to assign weapons a damage number that determines it's lethality level. A rocket launcher should be quite a bit better than a pocketknife, but what about the thousands of degrees of difference between. That will take plenty of refining till you get to the point where all weapons are at (or close) to what they should be. Is a .50 DE better than a .45? Sure, but since there are only so many numbers out there, how do you give them differing bonuses? The only thing I can really think of there is to go to a d100 table of severity to give a reasonable level of difference between the multitude of weapons, but then you just end up with MORE adding (HP class bonus, weapon damage, reflex/dex bonuses, armor bonuses, checking on a d100 table...you basically TRIPLED the amount of work and calculations done where you set out to reduce the time it takes to run combat).</p><p></p><p>I never found a solution...but good luck to you man. If/when you figure it out, I'm likely to convert to it as well, so long as it actually IS quicker and with less calculations. <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="jezter6, post: 2071859, member: 6567"] I tried for weeks to come up with a combat system like M&M (that blue rose is based on), but I just NEVER got it to work based on the number of changes you have to make to the entire system. I don't have blue rose to see how they did it, and I doubt if it would directly compare to base d20 on things. Removing hit points: Ok, I wanted to do that as well, but what bonus do you give for people with lots of levels in a d10 (or d12 for that matter) class. They should be given a much better survival chance as the d6 classes, otherwise the balance is thrown off and the high HP classes become weaker because they generally lack some of the abilities/skill points/whatever that the lower dice classes get in return for crappy hit dice. I never managed to find a bonus that 'worked' to the point where a d10 or d12 char would get hit even a fair amount of time while making it not super easy to smack down a d6 char. The whole point I wanted to get thru was the damage roll and subtracting hit points, but then you have to assign weapons a damage number that determines it's lethality level. A rocket launcher should be quite a bit better than a pocketknife, but what about the thousands of degrees of difference between. That will take plenty of refining till you get to the point where all weapons are at (or close) to what they should be. Is a .50 DE better than a .45? Sure, but since there are only so many numbers out there, how do you give them differing bonuses? The only thing I can really think of there is to go to a d100 table of severity to give a reasonable level of difference between the multitude of weapons, but then you just end up with MORE adding (HP class bonus, weapon damage, reflex/dex bonuses, armor bonuses, checking on a d100 table...you basically TRIPLED the amount of work and calculations done where you set out to reduce the time it takes to run combat). I never found a solution...but good luck to you man. If/when you figure it out, I'm likely to convert to it as well, so long as it actually IS quicker and with less calculations. :) [/QUOTE]
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