| Post/Author/DateTime | Post |
|---|---|
| The Edda06-18-07, 09:58 AM | Hello :) I was looking at the Injury rules in Unearthed Arcana and they seem pretty good. Then I thought, Why can't the same principle be applied to Armour Class? I had a go at designing a system but it didn't get very far. I then discovered the new Saga Edition of the Star Wars Roleplaying Game however, where a rule working along that premise has been created. Does anyone know more? Also, to go the whole hog, there are rules in Unearthed Arcana for spell points instead of spells per day. Surely a system could be created whereby a Will save determines whether or not the spell is cast? These ideas are of course not going to be to everyone's taste. However, I'm a great fan of streamlining the game, so if anyone has any ideas, please write back. |
| bahamut92006-18-07, 01:39 PM | The Injury system only adds to the amout of math you have to do, slowing down the game to a crawl. I personally like the Damage Save system presented in the Mutants and Masterminds Third Edition game. It's an upgraded form of the Injury system from Unearthed Arcana (a variant of which appeared in a prevoius Mutants and Masterminds edition). It uses Toughness saves and damage bonuses for attacks to reduce all rolling to 1d20. There's a minor problem converting it to D&D, though; in order to use it, you'd have to alter every weapon, spell, and class. Anything that deals damage, and all classes have to be adapted to the new system. As for AC saves, just use the variant in the DMG: subtract 10 from everyone's AC, then have them roll 1d20 against the attacker's attack roll. At one point, I came up with a mechanic that had players making Spellcraft checks in order to cast spells. Casting spells repeatedly had you gradually suffer penalties to your Spellcraft check (representing the fact that you were slowly tiring/exhausting your magical energies) until you couldn't pass the DC for spells anymore. It never saw the light of day, however. |