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General Tabletop Discussion
*Dungeons & Dragons
Vitality Dice: A damage variant
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<blockquote data-quote="MostlyDm" data-source="post: 6708200" data-attributes="member: 6788973"><p>I agree that healing is too messy in general right now.  I get the idea behind the Con check, but... implementation needs work I think.</p><p></p><p>You're probably be right about DR being nice all the time, even though monster damage does get awfully high.  DR 8 is nothing to sneeze at.  But the problem of multiple weaker attacks is one that needs resolution, I think.  Fighters shouldn't be the worst melee class at dealing with armored foes, in my opinion.  Neh?</p><p></p><p>One fix could be applying DR only once per turn (like SA, that's turn, not round)... though that's obviously a lot less powerful, it does mean that monsters balanced like fighters (lots of weak attacks) aren't massively nerfed. </p><p></p><p>Even if you kill Sharpshooter/Great Weapon whatever (I always mix up the name of the feat vs. the fighting style), I'm not a fan of how easy it is to hit people.  10+Dex+Shield is... not that much, for anyone but Dex-priority clsses.  I love the reaction parry idea; it means getting outnumbered sucks, and I love it when gritty systems manage to give that feeling.  But reactions are a premium currency already, and I'm not sure it's really good enough; proficiency isn't all that high until you get into the upper levels.  I may be underestimating this, not sure.</p><p></p><p></p><p></p><p>Interesting ... I'm not a huge fan of death spirals, though they have their place.  </p><p></p><p>The main reason I shy away from them is actually just that it adds bookkeeping to combat that I'm not a fan of.  You get the "Oh you took X damage, that means you could suffer a penalty.  Let's just roll and then consult this table and... you have Y penalty, so let's mark that down and remember it for the rest of the fight."</p><p></p><p>5e mercifully tries to minimize fiddly crap like that.  A compromise I've used in my own gritty homebrews is to assume adrenaline sees the wounded party through the rest of the fight, resolve lingering effects after, and keep the penalty extremely straightforward and easy to implement.  Disadvantage, while brutal, is certainly easy for this.  You could probably institute a simple in-combat stun effect on serious wounds without it taking too much extra time to resolve, and stun or partial stuns are painful enough to very easily give you a death spiral feeling.</p></blockquote><p></p>
[QUOTE="MostlyDm, post: 6708200, member: 6788973"] I agree that healing is too messy in general right now. I get the idea behind the Con check, but... implementation needs work I think. You're probably be right about DR being nice all the time, even though monster damage does get awfully high. DR 8 is nothing to sneeze at. But the problem of multiple weaker attacks is one that needs resolution, I think. Fighters shouldn't be the worst melee class at dealing with armored foes, in my opinion. Neh? One fix could be applying DR only once per turn (like SA, that's turn, not round)... though that's obviously a lot less powerful, it does mean that monsters balanced like fighters (lots of weak attacks) aren't massively nerfed. Even if you kill Sharpshooter/Great Weapon whatever (I always mix up the name of the feat vs. the fighting style), I'm not a fan of how easy it is to hit people. 10+Dex+Shield is... not that much, for anyone but Dex-priority clsses. I love the reaction parry idea; it means getting outnumbered sucks, and I love it when gritty systems manage to give that feeling. But reactions are a premium currency already, and I'm not sure it's really good enough; proficiency isn't all that high until you get into the upper levels. I may be underestimating this, not sure. Interesting ... I'm not a huge fan of death spirals, though they have their place. The main reason I shy away from them is actually just that it adds bookkeeping to combat that I'm not a fan of. You get the "Oh you took X damage, that means you could suffer a penalty. Let's just roll and then consult this table and... you have Y penalty, so let's mark that down and remember it for the rest of the fight." 5e mercifully tries to minimize fiddly crap like that. A compromise I've used in my own gritty homebrews is to assume adrenaline sees the wounded party through the rest of the fight, resolve lingering effects after, and keep the penalty extremely straightforward and easy to implement. Disadvantage, while brutal, is certainly easy for this. You could probably institute a simple in-combat stun effect on serious wounds without it taking too much extra time to resolve, and stun or partial stuns are painful enough to very easily give you a death spiral feeling. [/QUOTE]
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