| Post/Author/DateTime | Post |
|---|---|
| Erebus03-11-04, 09:41 PM | damage check = d100 + resilience damage check DC = 75 + wounds + damage dealt "resilience" - your Fort save multiplied by 5 "damage dealt" - actual damage rolled, do not divide by 5 and round "wounds" - on a failed save, add 5 to your wounds - healing uses actual healing rolled also to reduce wounds fail by 50 or more - dying Why? To reduce in-game math. Goes against whole d20 idea, I know. Just an idea... feel free to tear it apart. :) -E |
| 77IM03-12-04, 03:44 PM | You're going to reduce in-game math by using percentages and adding double-digit numbers and subtracting large values by 50????? Seriously, I agree that dividing by 5 is stupid, but we can do better than using the d100. If you really want to reduce math done during combat, you set up systems where the math can be done before combat, leaving only addition, number comparison, and maybe some easy subtraction. My proposal: * Damage save DC = 10 + average damage. For example, a Str 16 fighter with a dagger (1d4) would do an average damage of 5.5 (2.5 from the dagger + 3 for Str) so his damage save DC is 15. A Str 20 fighter with a fullblade (2d8) and weapon specialization would have a save DC of 28 (10 + 9 from the fullblade + 2 specialization + 7 from Strength two-handed). This allows for damage modifiers to usually work normally, allows us to calculate everyone's save DC before combat begins, and removes the unnecessary step of rolling damage. It also makes high damage MUCH worse. * Spells that do damage based on die have a different save formula: 10 + the maximum roll on a single die + 1 per die that would be rolled. So a 5th level caster would have a DC of 21 (10 + 6 die size + 5 number of dice) for fireball and 17 (10 + 4 die size + 3 number of dice). A 15th-level cone of cold would have DC 31 (10 + 6 die size + 15). For simplicity, an empowered spell adds +2 and a maximized spell adds +4. Again, this value can usually be calculated well before combat. * Because save DCs are much higher, saving throw needs a boost too. Saving throw is now 1d20 + base attack bonus + Con modifier. It's no longer a Fortitude save in any way, nor is it an attack roll, but has its own set of feats to modify it (Toughness adds +2). * Healing spells follows the same DC scheme as weapon damage, not spells. If you succeed on the save you get no healing. If you fail, you get back 1 injury point, +1 for each 5 points by which fail the save. How does this sound? It significantly changes the balance of the injury system in favor of high damage fighter-types. -- 77IM |
| Erebus03-12-04, 04:52 PM | The intent of my mod was to get rid of division. The addition component of the system remains relatively unchanged. IMO, subtracting 50 from, say, 72 isn't that big of a deal and adding damage to 75 instead of 15 isn't that different either. Again, the intent was to leave the current variant relatively unchanged but free of the division. I agree, it's not the best solution but that wasn't really the point. Back to your ideas... They sound good and, in fact, I've been thinking of things along the same lines. What you're proposing is basically like the system used in M&M (which I know you're aware of) and the damage is converted to flat values: d4 = 2 d6 = 3 d8 = 4 d10 = 5 d12 = 6 Then you add all the modifiers to 10. For crits you just double or triple the modifiers (which is why the 10 base should be left alone). Of course, "bonus damage" like sneak attack and flaming burst or whatever is still handled the same but uses +1 per d6 instead of the above converted values. I'd use something similar to your idea of die type + caster level for spells. I like that idea. Takes some of the sting out of magic compared to weapons but we don't want characters dying left and right either, do we? :) I'm not sure about the damage check modifier... I guess it basically boils down to what kind of game you want to run. For something really gritty, I'd just use d20 + Con mod + toughness mod (using +1 per feat instead of +2). YMMV, of course. For healing, I'd go something like the spell format, i.e. cure light heals back 1 injury point per caster level (max 5). Under your idea, it seems like really high level characters would be hard to heal because their saves would be really high as well. That just doesn't make sense to me. -E |