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Skill Based Combat and Magic

Would you seriously consider the system outlined below?

  • Definitely. That's exactly what I've been looking for.

    Votes: 8 14.8%
  • Maybe. I'd give it consideration.

    Votes: 28 51.9%
  • The combat stuff might be handy, but I wouldn't use magic.

    Votes: 1 1.9%
  • The magic stuff might be handy, but I wouldn't use combat

    Votes: 6 11.1%
  • I've already implemented/bought my own system for these things.

    Votes: 3 5.6%
  • Be gone Heathan! I play D&D only as God intended.

    Votes: 8 14.8%

I dislike vancian magic so i m interested in a system that modify magic and his concept.

But the combat works fine i think so i wouldn't change it.
 

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SableWyvern said:


Combat
-Heavy armour reduces damage, but makes it easier to be hit for small amounts of damage.
-Damage inflicted uses a more detailed system than hp.
All weapons use the same damage resolution system (no different dice for different weapons).
-Each attack is still resolved with one or two rolls.
-Some increase in complexity.

I voted maybe as well. There are a few things you might consider.

Assuming you are looking at a "WP/VP" model; instead of a "more detailed" hp system, why not just change (lower) the number of hp (CON=hp or some such)? If armor absorbs damage, weapon damage is different, and the to-hit rolls are different than straight d20; then lower hp should be all that's required. When in doubt, reduce complexity.

For weapon damage, you may want to look (if you haven't already) at the GURPS "swing/thrust" rules where the weapon modifies the character's base damage instead of vice versa.

You mave have already considered these ideas and discarded them for your own reasons, but I'd thought I'd mention them.
 

Re: Re: Skill Based Combat and Magic

kengar said:


I voted maybe as well. There are a few things you might consider.

Assuming you are looking at a "WP/VP" model; instead of a "more detailed" hp system, why not just change (lower) the number of hp (CON=hp or some such)? If armor absorbs damage, weapon damage is different, and the to-hit rolls are different than straight d20; then lower hp should be all that's required. When in doubt, reduce complexity.

For weapon damage, you may want to look (if you haven't already) at the GURPS "swing/thrust" rules where the weapon modifies the character's base damage instead of vice versa.

You mave have already considered these ideas and discarded them for your own reasons, but I'd thought I'd mention them.

I am not looking at WP/VP in the slightest. The whole role of hp takes on a new (and far less important) meaning.

As for complexity: hp are pretty much as simple as it gets. Anything else basically has to be more complex (to one degree or another).

Your comments are certainly appeciated. :cool:
 
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