PenguinKing
First Post
For those of you who aren't familiar, this is the way it works:
1) Uses the Star Wars-type Vitality/Wound system (characters have two sets of hit points: Vitality, based on hit dice, and Wound, equal to Constitution. Attacks inflict Vitality damage, except in critical hits or when the target's Vitality is exhausted, in which case they inflict Wound damage).
2) All base classes have d4 Hit Dice (prestige classes may go as high as d10).
3) All classes have a class-based Defense (think AC) bonus, starting at anywhere from 1-3 and topping out anywhere from 7-9.
4) Weapons have much higher damage ratings - ranging from 3d4 at the lowest to 3d12 at the other end of the scale.
5) Armor provides DR instread of a defense bonus, ranging from 3 for basic armor, to 10 for the high-end stuff. DR - whether armor-based, magical, or otherwise - applies *only* to Wound damage.
Otherwise, as normal D&D combat.
At a glance, what effect would all this have on the way combat plays out, d'yer think?
- Sir Bob.
P.S. Nih!
1) Uses the Star Wars-type Vitality/Wound system (characters have two sets of hit points: Vitality, based on hit dice, and Wound, equal to Constitution. Attacks inflict Vitality damage, except in critical hits or when the target's Vitality is exhausted, in which case they inflict Wound damage).
2) All base classes have d4 Hit Dice (prestige classes may go as high as d10).
3) All classes have a class-based Defense (think AC) bonus, starting at anywhere from 1-3 and topping out anywhere from 7-9.
4) Weapons have much higher damage ratings - ranging from 3d4 at the lowest to 3d12 at the other end of the scale.
5) Armor provides DR instread of a defense bonus, ranging from 3 for basic armor, to 10 for the high-end stuff. DR - whether armor-based, magical, or otherwise - applies *only* to Wound damage.
Otherwise, as normal D&D combat.
At a glance, what effect would all this have on the way combat plays out, d'yer think?
- Sir Bob.
P.S. Nih!