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What are your vital houserules?
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<blockquote data-quote="John Quixote" data-source="post: 1246796" data-attributes="member: 694"><p><span style="font-family: 'Book Antiqua'">The rules are my own. I use the defense bonus progressions from d20 Modern, though I treat the actual mechanic differently to make it work in D&D -- I call it "base evade bonus" and treat it just like an increase to Dexterity bonus to AC, so it's capped by the sort of armor you wear, and goes away if you're flat-footed, for example. Armor DR is <em>in addition to </em>rather than in place of armor AC bonus, and it only protects wounds. The DR is random in order to prevent the unrealistic "warrior with a dagger cannot harm foe in platemail" flaw: anything that provides an armor bonus of +1 also provides DR 1d4/--, while an armor bonus of +2 or +3 comes with DR 1d6/--, +4 & +5 come with DR 1d8/--, +6 & +7 have DR 1d10/--, and a +8 armor bonus provides DR 1d12/--.</span></p><p> </p><p><span style="font-family: 'Book Antiqua'">The rules for wounds and vitality (which, to keep the feel of my setting intact, I've called "hit points and fatigue points") are mostly outlined in <a href="http://people.ku.edu/~ivan327/pdfs/Re01.pdf" target="_blank">chapter one of my setting book</a>. And just to let you know, my method of dealing with critical hits is particularly ingenious--critical multipliers don't change, but when a character suffers a critical hit, only the base damage is wound damage. Any extra damage from the critical multiplier, or from damage that wouldn't normally be multiplied by a critical hit, remains vitality damage. That means that a character with a <em>+1 flaming battleax </em>who sneak attacks someone and scores a critical hit will deal 1d8+1 slashing damage to wound points, and 2d8+2 slashing and 1d6 fire damage to vitality. See?</span></p></blockquote><p></p>
[QUOTE="John Quixote, post: 1246796, member: 694"] [font=Book Antiqua]The rules are my own. I use the defense bonus progressions from d20 Modern, though I treat the actual mechanic differently to make it work in D&D -- I call it "base evade bonus" and treat it just like an increase to Dexterity bonus to AC, so it's capped by the sort of armor you wear, and goes away if you're flat-footed, for example. Armor DR is [i]in addition to [/i]rather than in place of armor AC bonus, and it only protects wounds. The DR is random in order to prevent the unrealistic "warrior with a dagger cannot harm foe in platemail" flaw: anything that provides an armor bonus of +1 also provides DR 1d4/--, while an armor bonus of +2 or +3 comes with DR 1d6/--, +4 & +5 come with DR 1d8/--, +6 & +7 have DR 1d10/--, and a +8 armor bonus provides DR 1d12/--.[/font] [font=Book Antiqua]The rules for wounds and vitality (which, to keep the feel of my setting intact, I've called "hit points and fatigue points") are mostly outlined in [url="http://people.ku.edu/~ivan327/pdfs/Re01.pdf"]chapter one of my setting book[/url]. And just to let you know, my method of dealing with critical hits is particularly ingenious--critical multipliers don't change, but when a character suffers a critical hit, only the base damage is wound damage. Any extra damage from the critical multiplier, or from damage that wouldn't normally be multiplied by a critical hit, remains vitality damage. That means that a character with a [i]+1 flaming battleax [/i]who sneak attacks someone and scores a critical hit will deal 1d8+1 slashing damage to wound points, and 2d8+2 slashing and 1d6 fire damage to vitality. See?[/font] [/QUOTE]
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