tag:blogger.com,1999:blog-9209855737812016509.post1324198099277113518..comments2024-03-27T10:03:08.323-07:00Comments on Methods & Madness: Knives, armor, and a solution (3 random thoughts)Eric Diazhttp://www.blogger.com/profile/09196219031821755216noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-9209855737812016509.post-84793765213082905492019-05-20T13:28:22.012-07:002019-05-20T13:28:22.012-07:00Will do. It may be a while.
A thought I've h...Will do. It may be a while.<br /><br />A thought I've had on HD. Instead of it being a set 1 per level, with the value of the die being different, but more nebulous abstract point system, where you spend various time and points for healing. As a class, you get a maximum amount of points spent for healing per time interval.<br /><br />That's terribly nebulous, so here's an attempted example.<br /><br />Each die size has a point score: let's say d4=1, d6=2,...,d12=5. Each class gains a number of points each level equivalent to their HD. When you short rest, you can spend points to roll the associated die to recover HP. You can spend 1 minute to spend up to your HD value in points to recover. So a commoner, wizard, and barbarian recover at most 1d4, 1d6, and 1d12 HP after a minute of rest. For every minute of rest after the first one, you can spend more points to roll 2 dice. What this means is that over longer time frame, you can use law of averages to boost your recovery.<br /><br />So the commoner, wizard, and barbarian example are all level 3, with 3, 6, and 15 WP respectively. If they rest for 3 minutes:<br /><br />-Commoner: Can roll up to 3d4 (7.5 healing), or 1d6 + 1d4 (6 points healing)<br /><br />-Wizard: Can roll up to 3d6 (10.5 healing), or 5d4 (1 for each minute +2 extra minutes after the first), for 12.5 points of healing<br /><br />-Barbarian can roll 3d12 for 19.5 points of healing, or perhaps 5d8 for 22.5 points of healing.<br /><br />This is messy, and would need to be cleaned up to work better, but this idea resolves a few objectives for me:<br /><br />1) Eliminates the two systems of damage reading I had with my original idea (roll dice, vs. number of dice). In this case, I would say double dice against HP, regular dice roll against WP (if specifically targeted), and a straight bleed through if you go from 1 to the other.<br /><br />2) Allows a means to have variable short rest recovery mechanisms, and a means of showing the difference between hardy and frail party members.<br /><br />2b)Continuing on the above, variable short rests can mean that you have 'recovery mode' and 'light work' modes that can all be done by different characters.<br /><br />This would have to be tabulated to probably clean it up a bit, and maybe have different time increments, but I like the premise better.<br />Sean Boydhttps://www.blogger.com/profile/15330718937738010393noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-38192716201778248712019-05-19T14:33:31.083-07:002019-05-19T14:33:31.083-07:00Interesting stuff, if you do compile it let me kno...Interesting stuff, if you do compile it let me know!Eric Diazhttps://www.blogger.com/profile/09196219031821755216noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-65328508757215023352019-05-19T14:32:06.064-07:002019-05-19T14:32:06.064-07:00Yeah, the whole "what does HP mean in D&D...Yeah, the whole "what does HP mean in D&D" is an endless debate, but I agree it is mostly an abstraction.Eric Diazhttps://www.blogger.com/profile/09196219031821755216noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-60569706699220604692019-05-15T09:02:01.393-07:002019-05-15T09:02:01.393-07:00I really should sit down with all my ideas and com...I really should sit down with all my ideas and compile it.<br /><br />As usual, the idea of treating Hit Dice as meat points works well for me. You lose a number of HD equal to dice rolled on damage dice. So all crits do at least 2 wounds. You then only recover HP from spells and spending HD. The only thing recovered on a long rest is HD.<br /><br />Then instead of death saving throws, use the Exhaustion track, and have that represent 0 wounds, 0 HP and the final stage of the fight. The nebulous saves are replaced with levels of exhaustion. The 6th failed save is what kills you. A blow at this stage counts as a crit or 2 level of exhaustion.<br /><br />I would rule that choosing to drop allows one to add Con mod to the check.<br /><br />A note that this makes Boromir a 6th level fighter ("A normal man would have been felled by 1 arrow! He was pierced by 3."). He just rolled poorly on death saves even with a CON boost to rolls.Sean Boydhttps://www.blogger.com/profile/15330718937738010393noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-8828050376768912692019-05-13T15:22:24.426-07:002019-05-13T15:22:24.426-07:00It depends on what hit points mean. I do not cons...It depends on what hit points mean. I do not consider loosing hit point is the same as being wounded, otherwise it would also mean loosing effectiveness in combat. OTOH if you are down to 3hp, one strike of a dagger can kill you. So the system woks and does not need any modification as long as you accept the hit point abstraction.<br />In GURPS, the points you loose actually model wounds (and loosing point have consequences on your effectiveness), so it's not really comparable.Raphaëlhttps://www.blogger.com/profile/18395755666078990548noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-91002676806748045862019-05-12T15:37:34.535-07:002019-05-12T15:37:34.535-07:00I like it. I definitely feel that a dagger should ...I like it. I definitely feel that a dagger should be able to do awesome damage with a critical hit.Eric Diazhttps://www.blogger.com/profile/09196219031821755216noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-29798180551344246842019-05-10T22:44:20.418-07:002019-05-10T22:44:20.418-07:00I would use the roll-under idea, if I was rolling ...I would use the roll-under idea, if I was rolling under. Now that I don't, I have a critical hit give +1d10 damage (instead of X2). In other words, a huge bump for a small weapon, and a (relatively) smaller bump for a large.<br /><br />While not a perfect match, I think it approximates the effect you are describing while also being easy to remember.Olav Nhttps://www.blogger.com/profile/14151758541523612837noreply@blogger.com