| Post/Author/DateTime | Post |
|---|---|
| polt04-06-07, 12:44 PM | I just fell upon this site, and I thought it looked pretty interesting. What do you guys think? http://creationforge.blogspot.com/ |
| RobbyPants04-06-07, 02:12 PM | I've read similar systems before too (this reminds me of the injury system in UA). IMO, I don't think systems like this really buys you that much. What the end result is, is a lot of conversions (my dagger is a +1 now instead of 1d4), and a whole bunch of saves in place of damage rolls. Long and the short of it, the HP system (given that it's abstract), is just a matter of simple subtraction. For my games, I don't think that converting to a system like this would really add too much. Just my :twocents: |
| Glak04-07-07, 02:18 PM | I am thinking of using something like this, but simpler: Only three scores: Str, Dex, Int Attack and defense are Dex Damage and toughness are Str Then I would also only have three damage levels instead of five. Maybe with some built-in way to deal more levels at once, so that you could die in one hit. |
| polt04-10-07, 02:32 PM | I reread the toughness save system in the link, and it doesn't work AT ALL. At higher levels it's totally broken, the wizard won't be able to cast any spells. |
| ShinoAburame04-11-07, 06:19 PM | Here's an interesting system I've always wanted to try. It's fairly simaler to Star War's Force system. Spellcasters need to make a spellcraft check and take an HP drain to succesfuly cast a spell. The DC for spellcraft is 11+spell level. (Take a feat in skill focus or level up and this becomes nearly irrelevant, other then the 5% chance of critical fumble that is) Then spells have an HP cost. Consult this table below: --Spell Cost Table-- lvl 0: - lvl 1: 1hp lvl 2: 3hp lvl 3: 5hp lvl 4: 7hp lvl 5: 9hp lvl 6: 11hp lvl 7: 13hp lvl 8: 15hp lvl 9: 17hp Now the problem is this takes some power away from casters that depend on the old system (ie: the sorcerer) two answers I have for this quandry. A) Give the sorcerer a hit die d12, not sure how unbalancing this would be. B) Just get rid of the sorcerer. Also it'd be practical to make all casters spontanous-casters for this sortof system. |
| RobbyPants04-11-07, 10:56 PM | Here's an interesting system I've always wanted to try. It's fairly simaler to Star War's Force system. Spellcasters need to make a spellcraft check and take an HP drain to succesfuly cast a spell. The DC for spellcraft is 11+spell level. (Take a feat in skill focus or level up and this becomes nearly irrelevant, other then the 5% chance of critical fumble that is) There are two problems with this: Skills don't auto-fail on a natural 1 (unless you're doing this as a specific exception). Because of this, if the caster can get his Spellcraft score to be equal to the DC -1, then he's all set. Because a character's max ranks increase each level, expect the character's Spellcraft check to increase at least one point per level. New spell levels are only gained every other level, so by comparison, every two levels, the DC compared to the Spellcraft check will drop by one. This, coupled with an increased Int score and feats (like the Skill Focus you mentioned) will make the Spellcraft check a certain success. A PC with maxed ranks, an Int of 16, and Skill Focus (Spellcraft) will have a +10 result; enough for an auto success at level 1. And as I mentioned, as long as he puts just one rank in every two levels, he will never fail. Instead, consider basing a raw percentage chance of failing based on the spell's level. Perhaps a failure does less damage, but it is more likely at higher levels. Just as a quick suggestion, you could give a 5% x spell level (3 or 5% for a 0th level spell) to do damage, and it always does 1d4 damage. This would make a 9th level spell have a 45% chance (which is pretty high). If the damage is kept low, the amount taken at high levels wouldn't be too bad. You could then create a feat if you wanted to reduce the chance by 10% or so. Now the problem is this takes some power away from casters that depend on the old system (ie: the sorcerer) two answers I have for this quandry. A) Give the sorcerer a hit die d12, not sure how unbalancing this would be. Well, I think that would be somewhat unbalancing. As stated earlier, it's not that hard to overcome the Spellcraft system. The only thing hindering a sorcerer is that Int isn't a primary casting stat, so it might take him a few more levels until he's immune to failing the skill check. Anyway, I like the idea you're using, I just wanted to point out some potentially abused areas. Alternatly, if you like the spellpoint system from UA, consider using the vitalizing varient, that fatigues casters when their SP get low. ;) |