| Post/Author/DateTime | Post |
|---|---|
| jagggar01-10-08, 06:16 PM | I want to adapt hit points/death and dying/etc. to a specific feel, but I'm not exactly sure how to do it. I only have one player and we both know and agree on the general feel, so "Your players might not want to play a game like that" isn't really a concern. (Our game is also set up non-traditionally, so we both play a number of protagonists and antagonists.) Most characters, lacking access to magic or similar powers, will be be created using d20 Modern classes. Most of the fighting occurs between monsters with big, flashy attack powers which are rarely lethal. Even with most fighting between monsters, we often put other characters in the line of fire. Yes, I will admit it - Pokemon. I want characters to be able to be hit by attacks and be roughed up, not dead. At first, I was thinking I'd just expand dying to an unreasonably large range that would give plenty of cushion to keep characters from dying. Then I realized that I want mundane attacks like a knife or a gun greatsword still look look threatening. A 2d6 greatsword compared something like a 10d6 fireball you can shake off doesn't seem all that threatening. Would going with something like Vitality and Wound Points having special attacks target Vitality and having mundane attacks target Wound points be a start for the feel I'm looking for? |
| molten_dragon01-10-08, 06:24 PM | That might be a start, but things like magic weapons, power attack, and critical hits would make it very easy for characters to die, especially by the mid-level game. Of course, this might be what you want, in which case, tally-ho. |
| Rustmonster01-10-08, 09:31 PM | If you are playing this sort of "Pokemon" style, just replace "death" to "KO" at 0 hp. |
| jagggar01-12-08, 12:32 AM | I plan on using max damage on a critical as the 4e preview showed, so hopefully they won't be as bad as a x2 or better. I'm thinking I might add 1 wound point for every 1 to 2 levels. That should provide a possible cushion for higher level characters but not so much that they get cocky. I've never liked the "your HP = Con score. NO IMPROVEMENT!" rules people use when they're trying to go for a "realistic" game. I might replace death with KOs only in "official battles" as those are usually in a civilized area where medical attention could be on hand. In the wilderness though, when the villains are playing rough, I do want death to be something to be concerned about. |