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View Poll Results: Your favourite gaming system(Roleplaying, not console/PC, etc.) | |||
2nd edition Advanced Dungeons and Dragons | 7 | 15.56% | |
3rd edition Dungeons and Dragons | 6 | 13.33% | |
1st edition Dungeons and Dragons | 16 | 35.56% | |
GURPS | 2 | 4.44% | |
RIFTS | 3 | 6.67% | |
Unisystem(All Flesh Must Be Eaten, etc.) | 7 | 15.56% | |
Alternity | 1 | 2.22% | |
Freeform(Or some sort of diceless) | 2 | 4.44% | |
Other(Please enlighten us as to your inferior choice) | 1 | 2.22% | |
Voters: 45. You may not vote on this poll |
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01-06-2007, 09:45 AM | #41 | ||
Ironworks Moderator
Join Date: June 27, 2001
Location: Montreal, Quebec, Canada
Age: 43
Posts: 6,763
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Quote:
Yeah, it's harder to implement an alternate hit points system in D&D because the whole system is dependent on it. In Shadowrun and Vampire for example it's harder getting hit, and you can soak damage with armor and such. I guess having an hp cap might be worth a try, or maybe halving the dice rolls for hp. Mages would get 1-2 per levels, Fighters would get 1-5 etc. Maybe a solution could be to use the limited hp combined with Darksun's idea to give each classes innate armor class bonuses when they level. In that setting, when you level you get an innate armor class bonus when you get a thaco bonus. With the lower hp it would simulate real life a little better, you're good at avoiding getting hurt, but when you do, you feel it. It would also take care of the sure death situations that annoy me, no more surviving falling off a tower and such. Quote:
I guess a real fatigue system wouldn't be so hard to implement, the way you suggest it. Get a point of fatigue every round or two, and the more fatigue damage you have, the more penalties you get. What I like about the idea of a fatigue system is that it can make for more dramatic fights and open up new strategies. For example in a duel a lightly armored fighter could stay defensive while the plated fighter tire, then finish him off easily. That 20th level fighter would eventually tire before he could solo those 1000 soldiers and eventually lose. You could use fatigue against your enemies too. If you can survive long enough that dragon will tire eventually, making him easier to pursue/kill etc. [ 01-06-2007, 09:47 AM: Message edited by: Luvian ] |
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01-06-2007, 10:29 AM | #42 |
Fzoul Chembryl
Join Date: July 16, 2003
Location: Wa\'eni\'n
Age: 38
Posts: 1,701
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Stop comparing D&D with real life. It's two different worlds. Getting hurt works differently in the imaginary world. Deal wiffit.
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01-06-2007, 10:51 AM | #43 | |
Ironworks Moderator
Join Date: June 27, 2001
Location: Montreal, Quebec, Canada
Age: 43
Posts: 6,763
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Quote:
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01-06-2007, 02:19 PM | #44 | |
Baaz Draconian
Join Date: May 2, 2005
Location: Finland
Posts: 789
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Quote:
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01-06-2007, 02:44 PM | #45 | |
Legion Symbol
Join Date: February 14, 2002
Location: Ireland
Age: 39
Posts: 7,367
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Quote:
IMHO, the HP system is great for CRPGs. I think 90% of video games, and not only RPGs, real time strategies, turn based strategies, first/third pesron shooters, have a hitpoint system. And it is working great. But I can see how it can be a problem in pen and paper. What I personally hate most about it is that it's a linear function. So a level 2 fighter has thgaco, skills, saving throws.... etc that are just slighlty better than level 1, but his HPs are doubled!! It doesn't make much sense. It doesn't matter if it's halved (1-2 for mages, 1-5 for warriors). So long as it's linear it still wouldn't make much sense. It would still mean that level n character can survive n times as much. A much better system is you receive a staring of 8 HP for example (depending on class), and then receive (for example) 1 HP per level (or 1 per 3 levels for mages). It would make sense. A higher level warrior would be able to survive some wounds that are fatal to his lesser kins, but something like falling off 10 floors, stepping inside a lava pit, or getting hit into a critical area of the body is enough to kill you. [ 01-06-2007, 02:51 PM: Message edited by: ZFR ]
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01-06-2007, 02:45 PM | #46 |
Emerald Dragon
Join Date: April 6, 2005
Location: Denmark
Age: 38
Posts: 903
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The purpose of games is to, to some extent or another, approximate real-life situations. Some games are more heroic than others, some are less, but in the end, they are all abstractions of "real" situations.
Some people just prefer more abstraction for purpose of ease or less realism for purpose of gameplay, others want as many details as possible to make their experience have depth and more realism for purpose of adding more challenges and things to consider. |
01-07-2007, 12:41 AM | #47 | |
Symbol of Cyric
Join Date: September 15, 2002
Location: Peterborough, ON, CANADA
Age: 60
Posts: 1,394
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Quote:
Even if you could get it online, I don't recommend it, though. It's very difficult to follow until you read all three books in the box set a couple of times. I learned by skipping between book 2 (which is basically a character generation guide) and book 1 (the common GM/player reference, which reads like a text book). The rules can be amazingly obtuse, until you "get" it - the the rules make lots of sense - kinda like calculus! LOL Book 3 (the GM guide) is mostly a list of suggestions on where to take the game and has quite a few excellent essays about GMing and running a campaign in general, you could use this book with any game and benefit. Book 2 has an excellent essay on being a player. The game can be very complex, but the designers were very cagey, most of the complexity is encountered during character generation. The game plays a lot like D20 once you get into play, I'd even say it's less complicated than D20. One of the things that stood out to me was how few special cases there were in the rules - everything uses the same basic rules. Things like shields also become VERY useful - much more so than virtually every other game - because of the way armour is handled. There are also no artificial level breaks - the game is pretty much 100% skill based, and the designers tried to cover all the bases with study, instruction, and "learning by doing" fairly and realistically, without characters getting overpowered and limiting abuse in a realistic manner.
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01-07-2007, 12:45 AM | #48 |
Dracolisk
Join Date: November 1, 2002
Location: Australia ..... G\'day!
Posts: 6,123
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I would love to get a game of D&D started again. reading this makes me realise how much i miss it [img]smile.gif[/img]
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01-07-2007, 12:47 AM | #49 | |
Symbol of Cyric
Join Date: September 15, 2002
Location: Peterborough, ON, CANADA
Age: 60
Posts: 1,394
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Quote:
Once your HP were gone you were considered "fatigued", any further damage was taken against wounds. You weren't actually considered physically harmed until you've taken wounds. Critical hits resulted in wound damage, thus a lucky hit could still kill a high-level character at full HP in one shot.
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01-07-2007, 12:47 AM | #50 | |
The Dreadnoks
Join Date: September 27, 2001
Location: Orlando, FL
Age: 61
Posts: 3,608
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