Infinite Possibilities <[EMAIL PROTECTED]> wrote:
> > Why? Or rather, How?
>
> AC is probably the easiest. The whole to-hit/AC combination takes many
factors into
> consideration and compiles it all into one number. Is it really harder to
hit a person in
> field plate? Or is it just harder to hurt the person in field plate? Can't
tell because it is
> all one number.
Your problem isn't with AC then, but rather with how it's applied to armor.
Change the AC to the "chance to hit", and have armor absorb x points of
damage.
> Class is just as bad. It pigeon holes everyone into a certain type. Really,
you think that a
> fighter is realistically going to be able to wield every weapon he comes
across just as easily
> as any other? Abstraction.
So? Change the class. Once again you state a problem with the specifics, but
not the system itself. (You might as well call the fire&forget spell system a
fundamental flaw, even though all you want to do is have a point-based system
with the same spells.)
> > Converting d20 is changing the feel of a cinematic game
> > system to a certain game... not necessarily an accurate true-to-life
> > simulation.
>
> Right, but we are talking about feel as well. Some people like the feel that
a more "accurate"
> system provides. Can't do that if your abstracting everything to meaningless
numbers.
Uhm, don't *ALL* RPGs do that? I mean, last time I checked it wasn't possible
to go to a doctor and find out what my ability scores were, or how many HP I
have.
The numbers represent SOMETHING. If you want to further complicate what is
represented, just add some more numbers. No need to scrap d20.
> Yes you do.
*sigh* No, you don't!
> > The whole point of reducing HP is to make situations more "deadly" for
the
> > PCs.
>
> No the reason to reduce hit points is to keep the characters constantly on
there toes with a
> real sense of being in danger. If you reduce their HP's but don't reduce the
damage done to
> them, all you are accomplishing is to make a rule set they are incapable of
surviving through.
So reduce the FREQUENCY of fireballs, giant dragons, etc. No need to change
the threat level.
Or, if you want to "keep them on their toes," adapt the wound system from Star
Wars, or come up with your own...
> > I don't see any reason to make the damage of a sword, exploding ball of
> > fire, or giant claw any less as well...
>
> Like i said, the point is not to make attacks auto kills, but to keep the
characters on their
> toes and thinking.
So? If you're chaning that by changing HP (the wrong fix, IMO) then you
should just change the frequency of items that will kill the PCs so fast...
like giant dragons and mages casting fireballs.
> > If you want to keep the "balance" of
> > the game, why bother changing the system at all?
>
> Because the role mechanic is good, and the feel sucks. At least for anything
but heroic
> fantasy. :-)
I wouldn't say that... and still, I think it's a lot simpler than you think it
is.
DM
Looking for a game? I DM in Upstate NY, twice a month at Artemis Games in New
Hartford, NY (a suburb of Utica)
Even better, I've got irregular games where I live, in Charlton (near Albany).
Drop me a line and we'll game!
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