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The Troubadour's Travels - Low Magic [D&D 3.5/G'n'GR] [Recruiting]
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<blockquote data-quote="wysiwyg" data-source="post: 4912841" data-attributes="member: 16985"><p><strong><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white">There are some issues that I have picked up with this game system that need to be addressed. I did not read through the thread’s over 300 posts to see if anyone else thought of these issues, but it’s reasonable to ascertain that someone did.</span></span></span></strong></p><p> </p><p> </p><p><strong><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white">Issue – Ignoring class HD & Level differences</span></span></span></strong></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">While the life bar depicts a more realistic version of the character's well being than just a number, it completely ignores the fact that some classes are tougher than others or that characters get tougher as they progress in levels. One of the main differences between the classes is their Hit Dice that allow some classes to withstand more damage than others. The current rules ignore that some classes can take more damage than others – hence severely limiting these classes. Under the current rules a 6th level barbarian (6d12) can take as much damage as the frail academic 1st level wizard (1d4). The “Soak” feature that depicts how tough the character is does not cater for the class differences.</span></span></span></p><p> </p><p><strong><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white">Resolve – Change the Soak Formula</span></span></span></strong></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">The Soak formula can be changed to accommodate the difference. </span></span></span></p><p> </p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">The current formula is – </span></span></span><strong><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white"><span style="font-family: 'Calibri'">Constitution mod + Armor bonus + Natural Armor bonus + Size mod</span></span></span></span></strong></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">Change the formula to – </span></span></span><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white"><strong>HD mod + Level mod + </strong><strong><span style="font-family: 'Calibri'">Constitution mod + Armor bonus + Natural Armor bonus + Size mod</span></strong></span></span></span></p><p> </p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white"><strong>HD modifier</strong> is – </span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">HD d4: -2</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">HD d6: -1</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">HD d8: +0</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">HD d10: +1</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">HD d12: +2 </span></span></span></p><p> </p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">For multi-classed characters, the predominant HD of the character should be used (or an average rounded down).</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white"><strong>Level modifier</strong> is equal to (Level / 2) – rounded down.</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">Level 1: +0</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">Levels 2-3: +1</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">Levels 4-5: +2</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">Level 6: +3</span></span></span></p><p> </p><p> </p><p> </p><p><strong><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white">Issue – Too many rolls for a PBP game</span></span></span></strong></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">The addition of the Defensive Roll will introduce another waiting period between posts. While it is fine for tabletop games, it will severely hamper the online play-by-post game. </span></span></span></p><p> </p><p></p><p><strong><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white">Resolve – 2 Options</span></span></span></strong></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">Firstly option is to have the DM make all rolls. The players will just declare what their planned actions are, and the DM will make the rolls on their behalf. This will expedite the game considerably and also eliminate any chances of players “re-rolling” their dice. The issue of trust falls onto the DM’s shoulders – not the players’.</span></span></span></p><p></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">Second option is the have a non-random Defensive Bonus – just like normal AC. Instead of rolling take 10 instead. </span></span></span></p><p> </p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">The Defensive Bonus of each character would be – </span></span></span><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white"><strong>10 + </strong><strong><span style="font-family: 'Calibri'">Base </span>Defence</strong><strong><span style="font-family: 'Calibri'"> Bonus + Dexterity Mod + Size Mod + Shield Mod + Other Mod</span></strong></span></span></span></p></blockquote><p></p>
[QUOTE="wysiwyg, post: 4912841, member: 16985"] [B][SIZE=3][FONT=Calibri][COLOR=white]There are some issues that I have picked up with this game system that need to be addressed. I did not read through the thread’s over 300 posts to see if anyone else thought of these issues, but it’s reasonable to ascertain that someone did.[/COLOR][/FONT][/SIZE][/B] [B][SIZE=3][FONT=Calibri][COLOR=white]Issue – Ignoring class HD & Level differences[/COLOR][/FONT][/SIZE][/B] [FONT=Calibri][SIZE=3][COLOR=white]While the life bar depicts a more realistic version of the character's well being than just a number, it completely ignores the fact that some classes are tougher than others or that characters get tougher as they progress in levels. One of the main differences between the classes is their Hit Dice that allow some classes to withstand more damage than others. The current rules ignore that some classes can take more damage than others – hence severely limiting these classes. Under the current rules a 6th level barbarian (6d12) can take as much damage as the frail academic 1st level wizard (1d4). The “Soak” feature that depicts how tough the character is does not cater for the class differences.[/COLOR][/SIZE][/FONT] [B][SIZE=3][FONT=Calibri][COLOR=white]Resolve – Change the Soak Formula[/COLOR][/FONT][/SIZE][/B] [FONT=Calibri][SIZE=3][COLOR=white]The Soak formula can be changed to accommodate the difference. [/COLOR][/SIZE][/FONT] [FONT=Calibri][SIZE=3][COLOR=white]The current formula is – [/COLOR][/SIZE][/FONT][B][SIZE=3][FONT=Calibri][COLOR=white][FONT=Calibri]Constitution mod + Armor bonus + Natural Armor bonus + Size mod[/FONT][/COLOR][/FONT][/SIZE][/B] [FONT=Calibri][SIZE=3][COLOR=white]Change the formula to – [/COLOR][/SIZE][/FONT][SIZE=3][FONT=Calibri][COLOR=white][B]HD mod + Level mod + [/B][B][FONT=Calibri]Constitution mod + Armor bonus + Natural Armor bonus + Size mod[/FONT][/B][/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Calibri][COLOR=white][B]HD modifier[/B] is – [/COLOR][/FONT][/SIZE] [FONT=Calibri][SIZE=3][COLOR=white]HD d4: -2[/COLOR][/SIZE][/FONT] [FONT=Calibri][SIZE=3][COLOR=white]HD d6: -1[/COLOR][/SIZE][/FONT] [FONT=Calibri][SIZE=3][COLOR=white]HD d8: +0[/COLOR][/SIZE][/FONT] [FONT=Calibri][SIZE=3][COLOR=white]HD d10: +1[/COLOR][/SIZE][/FONT] [FONT=Calibri][SIZE=3][COLOR=white]HD d12: +2 [/COLOR][/SIZE][/FONT] [FONT=Calibri][SIZE=3][COLOR=white]For multi-classed characters, the predominant HD of the character should be used (or an average rounded down).[/COLOR][/SIZE][/FONT] [SIZE=3][FONT=Calibri][COLOR=white][B]Level modifier[/B] is equal to (Level / 2) – rounded down.[/COLOR][/FONT][/SIZE] [FONT=Calibri][SIZE=3][COLOR=white]Level 1: +0[/COLOR][/SIZE][/FONT] [FONT=Calibri][SIZE=3][COLOR=white]Levels 2-3: +1[/COLOR][/SIZE][/FONT] [FONT=Calibri][SIZE=3][COLOR=white]Levels 4-5: +2[/COLOR][/SIZE][/FONT] [FONT=Calibri][SIZE=3][COLOR=white]Level 6: +3[/COLOR][/SIZE][/FONT] [B][SIZE=3][FONT=Calibri][COLOR=white]Issue – Too many rolls for a PBP game[/COLOR][/FONT][/SIZE][/B] [FONT=Calibri][SIZE=3][COLOR=white]The addition of the Defensive Roll will introduce another waiting period between posts. While it is fine for tabletop games, it will severely hamper the online play-by-post game. [/COLOR][/SIZE][/FONT] [B][SIZE=3][FONT=Calibri][COLOR=white]Resolve – 2 Options[/COLOR][/FONT][/SIZE][/B] [FONT=Calibri][SIZE=3][COLOR=white]Firstly option is to have the DM make all rolls. The players will just declare what their planned actions are, and the DM will make the rolls on their behalf. This will expedite the game considerably and also eliminate any chances of players “re-rolling” their dice. The issue of trust falls onto the DM’s shoulders – not the players’.[/COLOR][/SIZE][/FONT] [FONT=Calibri][SIZE=3][COLOR=white]Second option is the have a non-random Defensive Bonus – just like normal AC. Instead of rolling take 10 instead. [/COLOR][/SIZE][/FONT] [FONT=Calibri][SIZE=3][COLOR=white]The Defensive Bonus of each character would be – [/COLOR][/SIZE][/FONT][SIZE=3][FONT=Calibri][COLOR=white][B]10 + [/B][B][FONT=Calibri]Base [/FONT]Defence[/B][B][FONT=Calibri] Bonus + Dexterity Mod + Size Mod + Shield Mod + Other Mod[/FONT][/B][/COLOR][/FONT][/SIZE] [/QUOTE]
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