| Post/Author/DateTime | Post |
|---|---|
| MojoMonkeyMan10-26-05, 02:39 PM | I am sure this has been discussed before but my search provided inadequate results. Aside from the options noted in Unearthed Arcana, are there other HP systems? My problem, as everyone probably encounters, is that at high levels, an NPC can step place a crossbow to someone's back, pull the trigger and fail to seriously wound or kill a player. This isn't neessarily "bad" but it fails to note the lethality inherent in combat. As a side note: is there a way to make better use of subdual damage? Or is wound and vitality already covering this topic? Initiative. the White wolf system, according to my limited knowledge, allows for the person with the best initiative to act last (in response to everyone else's stated actions). This appears to allow for greater flexibility of thought and action. Reading this, I don't know how well any of it is worded. I will try to respond to your replies in a more thorough manner. Thanks for your time and input. |
| jagggar10-26-05, 03:36 PM | Initative. I know I've seen someone with a system in the works that either used wisdom or Wis and Dex to determine initative. It was probably around the beginning of this board though, so finding it might be hard. Subdual. It's now called nonlethal damage.I'm not quite sure what effect you're looking for, but d20 Modern's nonlethal damage system allows for one really good hit to knock someone out. Compare the nonleathal damage the target takes to his constitution score. If the damage is higher than his constitution, the target must make a Fort save (DC15). If he succeeds on the save, the target is dazed for 1 round. If he fails, he is knocked unconscious for 1d4+1 rounds. Crossbow to the back. I'd suggest looking at the alternative "Massive Damage Thresholds and Results" (UA 119), particularly the Constitution-Based Threshold. You might rule that only crossbow-to-the-back situations trigger Con-based checks to keep combat moving. |
| Temrek the Wizard10-27-05, 04:10 AM | Initiative. the White wolf system, according to my limited knowledge, allows for the person with the best initiative to act last (in response to everyone else's stated actions). This appears to allow for greater flexibility of thought and action. Its called delaying an acion, besides the advantage is that you force everyone else react to you wich can be a heavy advantage. |
| FlameLover10-27-05, 04:42 AM | Aside from the options noted in Unearthed Arcana, are there other HP systems? My problem, as everyone probably encounters, is that at high levels, an NPC can step place a crossbow to someone's back, pull the trigger and fail to seriously wound or kill a player. This isn't neessarily "bad" but it fails to note the lethality inherent in combat. Wound/Vitality points is a step in the right direction i feel but for the situation you mention above i'd rule that if they fired it'd be treated as a Coup de Grace. They're not helpless and i'm sure i'll get giref for saying it but sometimes you need to forget the game mechanics and just go for what makes sense. As a side note: is there a way to make better use of subdual damage? Or is wound and vitality already covering this topic? I like the idea of nonlethal damage but if you use WP/VP then VP already represents that sort of. It is just extra paper work though so I wouldn't be too worried about not using it. Initiative. the White wolf system, according to my limited knowledge, allows for the person with the best initiative to act last (in response to everyone else's stated actions). This appears to allow for greater flexibility of thought and action. As has been said that's the beauty of the delay action - you can act whenever you want to with a good Init. check. |
| Leap_UK10-27-05, 07:26 AM | I actually ask for statements of action in reverse order of wisdom in DnD....so that the lowest wisdom states first and the highest wisdom states last. Then initiative governs when you actually get to act out what your said. |
| Gilean10-27-05, 12:44 PM | For HP, instead of wounds and vitality, use hit points and ability damage. After hit points are gone, or when critical hits are scored, the damage is dealt to an ability, similar to wound/vitality, based on damage type as follows Strength: Crushing, fatigue Constitution: Piercing, heat (includes acid and lightning), everything else Dexterity: Slashing, cold |
| MojoMonkeyMan10-27-05, 09:44 PM | Gilean, love your suggestion. it's perfect for what I hope to achieve. Perhaps surprise situations could work in this fashion also. My problem with delayed action, as opposed to the White Wolf mechanic, is that you can be hit before you get to act. you are not really getting to react to a potential threat. Perhaps there can be a way to split partial actions, essentially have two actions per round, but executed at possibly times (delayed). Allowing for a movement, say on 19, but not attacking until 10 in the initiative order. Or getting to move twice, thus providing flanking for two different people. |
| YanYaoMo10-28-05, 12:32 PM | The White Wolf system... the real one anyways, not the new one, the person with the highest Initiative still goes first, but all the players and the opponents reverse declaire what they are going to do so that the better Initiative you got, the better you get to react to what is going on. It is a bit more time consuming, but has its merits. |