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"Heretical DnD: More thoughts on the Stress Threshold " Topic


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Tango0104 Feb 2016 11:54 a.m. PST

"When last we left our heroes, they (me) had first given some stream-of-consciousness thoughts on revamping what hits and misses mean, as well as differentiating between Stress and Wounds, and slapping on Damage Resistance or an Armor Value as the typical last-ditch defense when the wounding threshold is exceeded and a weapon actually hits the target's body. Only after all of that is injury suffered.

However, looking at the armor values themselves showed that my initial musings would produce results which, on the average, wouldn't be consistent with the existing Armor Class progression. Is that a show-stopper? No, but if I can avoid it, I should.

In chatting with some friends the other day, I was forced (in order to make my own thoughts clear) to articulate some of the design goals for this project, and one of them was that when all was said and done, the mechanics needed to feel very DnD. To that end, what I want to accomplish here is to get to something that is narratively more satisfying than the existing mechanics . . . but I want to do it by adding no more than one additional die roll…"
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Amicalement
Armand

Personal logo Extra Crispy Sponsoring Member of TMP04 Feb 2016 2:32 p.m. PST

What the heck is DnD?

To me that means the fantasy game Dungeons and Dragons…

Mardaddy04 Feb 2016 8:11 p.m. PST

This is about alternative damage and consequences while playing the 5e D&D RPG (they reference some of the hallmarks of the D&D RPG, and, "disadvantage" is referred to as a noun.)

The site uses medieval artwork, I think Tango put it in the wrong boards by going off the pictures instead of reading it and understanding what it was.

Tango0104 Feb 2016 11:08 p.m. PST

Not true… I decided (maybe a bad choise) to put it in here because I understand that people of those two forums would be more interested in this…

I always read first what I post my friend.

Amicalement
Armand

Keifer11306 Feb 2016 9:03 p.m. PST

I like to keep it simple. Armor class is 10+ Dex Bonus + Fighting skill bonus, + shield bonus + magic bonuses.

INstead of a progressive Base Attack Bonus that goes up every level or so, all characters have a Fighting Stat that gives them their Base Attack Bonus.

Players have 1 hit die of hit points, plus Con bonus. Because they are heroes, I let them have half of their hit die, and they roll the other half. No one wants a fighter with 5 HP. So a d10 fighter has 5, plus 1d5, plus Con bonus.

In addition, all players have Player Points, which can be used to mitigate damage, buy rerolls, and cast spells.

Armor gives a reduction in damage, based on type of armor and quality of armor.

Any time a character crits or is critted, or is placed in a non defensible postion ( knocked off feet and pinned, grappled, snuck attack) this is called Real Damage, and Player Points can not be used in place of hit points. ( but can reroll the to hit rolls of the enemy etc).

This system makes it possible for low level characters to challenge more powerful monsters, and high level characters are still threatened by weaker monsters, which I feel is the way it should be.

Player Points start at 100, and they recharge 20 per day of rest.

Great War Ace08 Feb 2016 8:22 a.m. PST

Nothing is more simple than 2D6, done. Factor in as much as possible of the considerations. I dislike rolling dice more than necessary….

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