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Wanted: Fast d20 combat rules
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<blockquote data-quote="Dragonblade" data-source="post: 2530395" data-attributes="member: 2804"><p>I think Spycraft 2.0 has the best solution. </p><p></p><p>The thing to keep in mind about a total damage save game is the randomness. Some people like that play style. Where every PC (or NPC) is just one failed save away from death or unconsciousness. I don't care for it, myself.</p><p></p><p>I have found that it makes it harder to judge encounter difficulty and it can be very anti-climactic when the entire party gets taken out by some orcs, or when the final duel with the villain ends in the first round with a bad roll on the damage save.</p><p></p><p>Now, of course a pure HP system has drawbacks in terms of you have to keep track of hp for every monster and minor mook your group fights.</p><p></p><p>Spycraft 2.0 has the best solution. Basically, use HP for the main villains and PCs and give the mooks a damage save. You can customize it based on how tough you want mooks to be. You can give them a damage save bonus equal Fort Save or HP/5, whichever is higher. Every time a PC hits and does damage, have the mook make a damage save vs. a DC of 10 + 1/2 the damage dealt by the PC. A failed save means the mook dies or goes unconscious.</p><p></p><p>Those numbers are totally ballpark so feel free to tweak the lethality depending on your preferences. If the PCs are having a hard time versus some mooks, you can implement a rule where every successful hit after the first results in a cumulative -2 or whatever to the mook's damage save until they fail and die.</p><p></p><p>The elegance of this system is that you quickly generate damage save bonuses and stuff on the fly without having to preconvert anything. Also PCs can be created and still roll damage as usual. Likewise, since PCs still have HP, you have much more control over the lethality of the encounter.</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 2530395, member: 2804"] I think Spycraft 2.0 has the best solution. The thing to keep in mind about a total damage save game is the randomness. Some people like that play style. Where every PC (or NPC) is just one failed save away from death or unconsciousness. I don't care for it, myself. I have found that it makes it harder to judge encounter difficulty and it can be very anti-climactic when the entire party gets taken out by some orcs, or when the final duel with the villain ends in the first round with a bad roll on the damage save. Now, of course a pure HP system has drawbacks in terms of you have to keep track of hp for every monster and minor mook your group fights. Spycraft 2.0 has the best solution. Basically, use HP for the main villains and PCs and give the mooks a damage save. You can customize it based on how tough you want mooks to be. You can give them a damage save bonus equal Fort Save or HP/5, whichever is higher. Every time a PC hits and does damage, have the mook make a damage save vs. a DC of 10 + 1/2 the damage dealt by the PC. A failed save means the mook dies or goes unconscious. Those numbers are totally ballpark so feel free to tweak the lethality depending on your preferences. If the PCs are having a hard time versus some mooks, you can implement a rule where every successful hit after the first results in a cumulative -2 or whatever to the mook's damage save until they fail and die. The elegance of this system is that you quickly generate damage save bonuses and stuff on the fly without having to preconvert anything. Also PCs can be created and still roll damage as usual. Likewise, since PCs still have HP, you have much more control over the lethality of the encounter. [/QUOTE]
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