| Post/Author/DateTime | Post |
|---|---|
| ShinoAburame08-05-07, 11:32 PM | I was told by players that my other revamped system did what most thought impossible, make wizards even more broken by making every damage spell save or die! Magic-missle especialy became more broken as it resulted in multiple save or dies. Regardless if the percentage was low or not. The result remained the same. So now I've developed another system that makes characters more equal. I'd like to know what you think. It's not nearly as random as the last. Health Meter: Like in videogames, characters have a universal metr that they all adhere too. This metr does not change, only the progress of "healing" one's wounds! Every character heals an amount of health equal to thier hit die every hour. Note: This does not "stack". For example a level 5 barbarian does not heal 5d12 health per hour, only 1d12. Damage Table: Based on the damage table, all creatures suffer the following; Damage less then 10: Nothing, minor wounds at best. Damage 10 or more: Slightly serious wounds, you are now fatigue. Damage 15 or more: Getting dangerously brutalized, experience exhaustion. Damage 20 or more: Become unconsciouse. Damage 30 or more: Make a fortitude save of 20 every hour or die! Massive Damage: When you would be dealt immideate damage (in one action) that deals damage equal to your con score or more, you must make a fortitude saving throw equal to damage dealt or die. Massive damage cannot be applied from magical damage. Now this is how I think it balances characters.. Bigger hit die temptation: Dabblers and non-casters, who generaly get shafted will now be more tempting to pick as they allocate less wounds overall. Combined with generaly more armor proffiecientcy they won't be dieing as much as full-casters! Massive damage: Casters will always be broken. However, now only warriors get the goodies of "save or die" via massive damage! Casters will have to depend on save or die spells, or accumalating enough damage through thier evocations. Equality? Theoreticaly now characters are more "even" and leveling does not create a ridicoules power-curve. A level 20 wizard may have more then enough spells in his repitore to kill a level 1 commoner with a wave of his hand, but if that commoner can get in one lucky critical shot, can make the wizard fatigue as well as might possibly trigger massive damage! Where as before he'd simply thump him for a few measly HP that the wizard would never miss anyway.. Possible Drawbacks: The only one I can think of is non-casters still getting the shaft because fatigue/exhaustion hurt dexterity/strength, which are the pinnacles of acheivement for a non-caster. |
| Gideon_Gideonson08-06-07, 12:13 PM | So...um...you want high-level fighters to eat a single blow from a dragon and be useless for the rest of the fight? This system is WORSE, since damage means so much more. Wizards, who don't get hit much anyway, have nothing to worry about, while those in the front lines will be out within a few short rounds, especially at high levels or against groups. Healing per hour does nothing...I'll just hook my friend the cleric up with a Wand of Cure Light Wounds and we're set. In fact, it'll cure MORE on average than a Barbarian's healing. Healing by the hour is worthless, as no fight lasts that long and you can always use magic etc. for healing. |
| Thanuir08-08-07, 07:45 AM | So, damage accumulates and the effects of the damage table are triggered by the accumulated damage, not individual attacks? |
| hjones08-08-07, 10:31 AM | I think this system could use a lot of work. Its not very good the way it is now. Honestly I see little reason to change how the HP system works. |
| Galstaf, Sorcerer of Lite08-08-07, 10:56 AM | I like the concept here, but it would never work in practice. Maybe if the healing rates were drastically increased to something like hit die per round or something it could be feasible -- and in that case, a flat amount should probably be recovered instead of a roll: die type + Con modifier (so a wizard would get 4+Con mod per round, a barbarian would get 12+Con, etc.); that way a player could just write down their recovery rate on a character sheet and not worry about rolling all the time. It wouldn't be so much about representing damage and recovery from it, as the ability to take a beating for an extended period but still stand your ground (Stamina?). Even then, there are a lot of issues that might come up, especially at high levels. Also, how would multiclass characters determine their healing rate? Highest hit die, I'd guess? |
| Knightblde08-08-07, 02:19 PM | At 7th level my current PC is swinging 3d8 + 9 damage, 2 times a round + 4d6 for sneak attacks That averages 33 points of damage per hit. I crit on 15-20, so I could easily kill one of your fighters each round. What is the point? My PC: 7th Lvl Rogue 18 Str Huge Keen Elven Court Blade +1 Elarged Strong Arm Bracers |
| Werral08-08-07, 07:31 PM | Also, how would multiclass characters determine their healing rate? Highest hit die, I'd guess? Should be the class you have most levels in. Otherwise everyone's gonna one-level dip to barbarian. |
| TheSyringe08-09-07, 10:21 AM | doesn't this make having over 30hp useless? edit: or 20 for that matter |