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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6809380" data-attributes="member: 82106"><p>You've PRETTY MUCH invented Strike! I'd urge you to go read it, if you haven't, because it is almost identical to this.</p><p></p><p>I kind of feel like there's room for a LITTLE bit more granularity. D6 is not BAD, but you can't 'get a little edge' (though I tend to think that most of the time +3 or +4 is about the right granularity, which is basically a +1 on a d6). Where it comes in useful though is to say "yeah, but I got this magic weapon" or etc. It lets you slide in a couple more bonuses. </p><p></p><p>In my 'hack' of 4e I have 4 bonuses: Level, Proficiency, Permanent, and Ability. Notice these are ALL static, with Permanent being a sort of catch-all where if you have a magic weapon or something it will add in, but only the best permanent bonus (or worst penalty as the case may be) applies, so you don't stack up a lot of little stuff like you would in 4e proper. Now, its true that TO SOME EXTENT you could simply say "higher level or lower level" and make that a +/-1 instead of a level bonus, but it means a new calculation for each opponent, and it has some issues that 5e has uncovered (lack of sufficient range to portray the full range of superheroic fantastical ability that 4e characters can have vs low level ordinary people or even starting PCs). </p><p></p><p>All that being said, I agree that the system should essentially produce something like what you're talking about. Only really significant factors should be important enough to incorporate on the fly, and they should only 'stack' to a limited degree. I do like the 5e version of Advantage/Disadvantage here, and I've incorporated that as well, so that ALL situational modifiers are either advantage or disadvantage (and any that really aren't significant enough to be either one just don't get counted). That of course still leaves plenty of room to play around, as things can apply only to specific situations and types of rolls, have keyword logic attached to them, etc. </p><p></p><p>I likewise follow our Sheeply friend in simplifying things like immunity/resistance/vulnerability (no damage/half damage/double damage) and turning AC into DR (trickier than it sounds, you can only really have a small range of DR, and the ugly part is that you need it to be a different range depending on the size of damage outputs). </p><p></p><p>I did reduce ability scores to the range 0-5, which is a direct bonus, and there are no longer ability score increases (at least if they exist they are not scheduled in level bonuses, they would be boons, and 5 is a hard cap on ability scores). That, plus collapsing to 20 levels does make all the bonus range must smaller. I'm still not sure what will happen with hit points, there's a bit of a complex relationship there between DR, hit points, and attack bonus.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6809380, member: 82106"] You've PRETTY MUCH invented Strike! I'd urge you to go read it, if you haven't, because it is almost identical to this. I kind of feel like there's room for a LITTLE bit more granularity. D6 is not BAD, but you can't 'get a little edge' (though I tend to think that most of the time +3 or +4 is about the right granularity, which is basically a +1 on a d6). Where it comes in useful though is to say "yeah, but I got this magic weapon" or etc. It lets you slide in a couple more bonuses. In my 'hack' of 4e I have 4 bonuses: Level, Proficiency, Permanent, and Ability. Notice these are ALL static, with Permanent being a sort of catch-all where if you have a magic weapon or something it will add in, but only the best permanent bonus (or worst penalty as the case may be) applies, so you don't stack up a lot of little stuff like you would in 4e proper. Now, its true that TO SOME EXTENT you could simply say "higher level or lower level" and make that a +/-1 instead of a level bonus, but it means a new calculation for each opponent, and it has some issues that 5e has uncovered (lack of sufficient range to portray the full range of superheroic fantastical ability that 4e characters can have vs low level ordinary people or even starting PCs). All that being said, I agree that the system should essentially produce something like what you're talking about. Only really significant factors should be important enough to incorporate on the fly, and they should only 'stack' to a limited degree. I do like the 5e version of Advantage/Disadvantage here, and I've incorporated that as well, so that ALL situational modifiers are either advantage or disadvantage (and any that really aren't significant enough to be either one just don't get counted). That of course still leaves plenty of room to play around, as things can apply only to specific situations and types of rolls, have keyword logic attached to them, etc. I likewise follow our Sheeply friend in simplifying things like immunity/resistance/vulnerability (no damage/half damage/double damage) and turning AC into DR (trickier than it sounds, you can only really have a small range of DR, and the ugly part is that you need it to be a different range depending on the size of damage outputs). I did reduce ability scores to the range 0-5, which is a direct bonus, and there are no longer ability score increases (at least if they exist they are not scheduled in level bonuses, they would be boons, and 5 is a hard cap on ability scores). That, plus collapsing to 20 levels does make all the bonus range must smaller. I'm still not sure what will happen with hit points, there's a bit of a complex relationship there between DR, hit points, and attack bonus. [/QUOTE]
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