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Switch to Forum Live View Armor as DR, STR bonus to Shield AC
12 months ago  ::  Jun 30, 2012 - 3:31PM #51
Edymnion
  • Stuck in the 80's
Date Joined: Feb 9, 2002
Posts: 3,262
The way I see the archery example is to point to Star Wars.

The running joke for Star Wars is that storm troopers can't hit the broad side of a barn.  First movie has Obi Wan saying that only imperial storm troopers attack with such precision when talking about the attack on the sand crawler, and yet dozens of them opening fire against a farm boy who doesn't even have the brains to duck behind some cover never manage to hit, not a single time.

Why?  Hitpoints.  Those storm troopers were hitting Luke (and Han, and the rest) repeatedly, only as the hero PCs with a few levels under their belts they had lots of hitpoints.  So while from a mechanical point of view they were taking hitpoint damage left and right, from a cinematic perspective all the shots missed because the heroes didn't go to 0 or less HP, hence there was never a killing blow dealt.

But again, thats why I like the idea of armor as scaling DR, as it means we could cut back on the amount of HP inflation characters get at level, meaning that overall combats are shorter (less hits to kill you, means each hit that does land means more).  With each hit remaining more lethal at all levels, wearing armor becomes much more important (as it should be).
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12 months ago  ::  Jul 01, 2012 - 10:03PM #52
everdawn7
Date Joined: Aug 22, 2007
Posts: 56

Jun 30, 2012 -- 3:31PM, Edymnion wrote:

So while from a mechanical point of view they were taking hitpoint damage left and right, from a cinematic perspective all the shots missed because the heroes didn't go to 0 or less HP, hence there was never a killing blow dealt.



I get that.  I'd like to know how many people think that "feels" right.  I'd wager single digit approval ratings for that kind of explanation.

As a DM who's played with dozens of players, I don't think I've known a single gamer who would have been happy with me telling him or her that "yes, their character "hit" with their missile weapon attack, but it didn't actually hit.  It just came close to making contact.  That 12hp of damage--or maybe even that 30hp crit you landed--didn't actually inflict any sort of real wound on your hated foe.  It just threw him a little more off balance, chewed up some of his cosmic luck, etc.  You'll get him eventually.  Kudos for your assist to the Dwarf who'll kill him (drop him below 1hp) by kicking him in the groin next round."

It just feels absurd.  So it should be fixed.

I agree that armor can help reduce the need for hp inflation.  I've always assumed it would.  A wizard should be squishy as much because he is too hindered by wearing armor (or simply not skilled enough in its use) as because he's just not as physically hardy or good at rolling with blows and shaking them off.  Both things should factor in--but armor should be a very substantial portion of that.  Which is why I've said before that, if you really want to boil it down, the way armor really, physically works is pretty darn close the definition of hit points (thus, there is a case for saying Armor = hp bonus, straight up).

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12 months ago  ::  Jul 02, 2012 - 8:10AM #53
Edymnion
  • Stuck in the 80's
Date Joined: Feb 9, 2002
Posts: 3,262
In those scenarios I prefer to turn it around on the players.

If they don't like it when constant attacks aren't producing visibly handicapping results on the monster, then those same attacks made by the monster should mess the players up just as badly.  They usually settle down when they realize what they're asking for will be applied to them as well.

My favorite example of that was "We should have called shots!" in 3.X.  Everyone wanted them, so the next encounter they went up against was a group of kobold sorcerers with True Shot, crossbows, cover, all making called shots at the player's heads.  Using the rules the players wanted, the entire party was slaughtered in the first two rounds.

"Okay, you want to keep playing with these rules and roll new characters, or should we call this a bad dream and have everyone wake up now?"

They never asked for called shots again.
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12 months ago  ::  Jul 02, 2012 - 6:33PM #54
everdawn7
Date Joined: Aug 22, 2007
Posts: 56

Jul 2, 2012 -- 8:10AM, Edymnion wrote:

In those scenarios I prefer to turn it around on the players.

If they don't like it when constant attacks aren't producing visibly handicapping results on the monster, then those same attacks made by the monster should mess the players up just as badly.  They usually settle down when they realize what they're asking for will be applied to them as well.

My favorite example of that was "We should have called shots!" in 3.X.  Everyone wanted them, so the next encounter they went up against was a group of kobold sorcerers with True Shot, crossbows, cover, all making called shots at the player's heads.  Using the rules the players wanted, the entire party was slaughtered in the first two rounds.

"Okay, you want to keep playing with these rules and roll new characters, or should we call this a bad dream and have everyone wake up now?"

They never asked for called shots again.


Sorry, but I would have called that cheap DM brutality to refuse his players what they want.  True Shot doesn't work in a system that has called shots.  But if people want more realistic, impairing damage from called shots, why not give it to them and strip out McGuffins like True Shot?

Sounds like you've got a thing against realism and simulationists and favor the gamist approach.  That's fine--except when you're playing with people who just want a little more realism.  Your answer to me about describing missile damage sounds like the gamist approach of just saying "This is the way the rules work, and the only way to attempt to explain them is with some goofy absurdities.  If you don't like it, tough.  Not interested in trying to fix it."

D&D Next feedback is supposed to be all about this sort of thing: what feels wrong, what is a problem for players and DMs, what do people want, and is there any way we can fix it?

Hence why I'm suggesting an alternative to missile damage.  If it's harder to hit, you hit less often, and should do more damage when you do.  It makes missile weapons more of a "Striker" type weapon by nature.  More realistic, more favorable to shoot out motifs, easier on the imagination, and more tactically significant when people are shooting at you from a distance.

BTW: True Shot is a good example of what happened to 3e: it became horribly imbalanced.  4e was the pendulum swinging too far from the worst-balanced edition to the most ruthlessly-balanced.  Hopefully we can arrive back near the middle with D&D Next.

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12 months ago  ::  Jul 03, 2012 - 6:42AM #55
Edymnion
  • Stuck in the 80's
Date Joined: Feb 9, 2002
Posts: 3,262

Jul 2, 2012 -- 6:33PM, everdawn7 wrote:

Sorry, but I would have called that cheap DM brutality to refuse his players what they want.  True Shot doesn't work in a system that has called shots.  But if people want more realistic, impairing damage from called shots, why not give it to them and strip out McGuffins like True Shot?



1) Because what is good for the goose is good for the gander.  The PCs are not special in that they get mechanical advantages their enemies simply can't replicate.  What they wanted was unbalanced and overpowered.  As long as they were the only ones getting to use it, they thought it was grand.  When they realized that "this harder to make shot instant kills!" can be used on them as well, they decided it wasn't so great to have those rules after all.  After all, anything that let them get an easy advantage means anything could get an easy advantage on them.  They weren't interested in an actual mechanically balanced fun addition, they just wanted to steamroller over everything in sight.  Its the DM's job to prevent that sort of thing.

2) 3e already had Called Shots, just nobody ever used most of them.  Called shots to the hand?  Disarm.  Called Shot to the weapon?  Sunder.  Called shots to the feet?  Trip.  Called shots to head/vital organs/etc?  Power Attack (no seriously, you trade Hit for Damage, you make an extra difficult attack to strike a more vulnerable spot, the mechanics were there we just got saddled with a single silly description that no one could ever look past).

Plus there is the whole "If you have to make a called shot to hit them in the head, what the heck are you aiming for the rest of the time, their pinky fingers?"

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12 months ago  ::  Jul 03, 2012 - 8:38PM #56
everdawn7
Date Joined: Aug 22, 2007
Posts: 56
1.  If that's what they were going for (instant kills), then I agree.  I just disagreed with what looked like the premise--that called shots must be imbalanced.

2. I used them all the time in 3e   (both as player and as DM).  It caters to different play styles.  Most of my players didn't use them that often, no (of course there weren't that many fighter-types).  But they did often come up with them when the circumstances were right.

I thought many of the 3e feats should be things you can do anyway.  Why shouldn't I be able to "Power Attack" without the feat?  I can just be recklessly swinging hard.  Why did I need a feat to shield bash effectively?

In 2e I played in groups with a lot more fighter-types.  We used called shots a lot.  My first game did abuse them ( decapitation and even *shudder* "double decap" called shots--but hey, we were 10, and that was cool at the time).  But later we got some sense.  Letting called shots effect criticals was sufficient.  And if a player ever wanted to do cause some effect that seemed possible but wasn't necessarily handled in the rules, I let them try it with a called shot of varying difficulty.

Examples:  "I want to cut off that naga's fang so he can't bite me that hard again!"  "Okay, called shot -6, or -4 if you ready an action for when he tries to bite you again.  You'll reduce his damage if you hit (in addition to doing damage)."
"I need to keep that manticore from flying off; I'm going to chop his wing."  "Okay, roll a called shot.  If you hit, he'll have to make a check to see if he can fly, with half your damage as a penalty."
"This is personal.  I want to shove the pointy end of my sword in his face."  "Okay, called shot -8.  If you hit, you crit and may daze him or blind him with blood--if you don't kill him."

A called shot system just needs some support, balance examples, and adjudication hints for a DM.  Write ups or tables for many individual options wouldn't really be necessary, but some people might like them, like critical hit tables.
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11 months ago  ::  Jul 07, 2012 - 2:36AM #57
Ranger-of-Cormyr
Date Joined: Apr 2, 2012
Posts: 372

Jul 2, 2012 -- 8:10AM, Edymnion wrote:

In those scenarios I prefer to turn it around on the players.

If they don't like it when constant attacks aren't producing visibly handicapping results on the monster, then those same attacks made by the monster should mess the players up just as badly.  They usually settle down when they realize what they're asking for will be applied to them as well.




Ah, but I would actually want that! Granted, it would have to be balanced so as not to be so difficult it was impossible, but I'd quite like the idea that any insta-kill moves that I have access to could also be applied to me. I'd prefer there to be some kind of lethality in the game, because I'm not keen on this "I hit you 27 times and it does nothing!" mechanism, and I'd rather be required to exercise a bit of caution in the game, as opposed to "what, only 20 of them? I charge the orcs, and as soon as my HP drops to below 30, I drink a Potion of Insta-Heal."

I understand the stormtroopers shooting mentality, but the problem with 3rd is that this goes both ways as well. So when a PC reaches a high level and supposedly becomes an expert archer, he still has to shoot the enemy the same number of times as a rubbish archer to kill him.

Everything expressed in this post is my opinion, and should be taken as such. I can not declare myself to be the supreme authority on all matters...even though I am right!
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11 months ago  ::  Jul 11, 2012 - 8:03AM #58
Edymnion
  • Stuck in the 80's
Date Joined: Feb 9, 2002
Posts: 3,262
Oh, I agree.  Hitpoints is one of the reasons D&D has not been my preferred system since the end of 3e (when I was basically forced to go give other systems a really good hard look), not since I discovered Mutants & Masterminds 2e (there's a 3e of it now, but I haven't really looked into it yet).

It handles hitpoints with what boils down to a damage saving throw.  Basically, instead of HP you had a Toughness save.  Damage was always a fixed amount (you could lower if you wanted, but it was never random), the attacker rolled to hit, the defender (if hit) would then roll a Toughness save with a DC equal to a set base plus the damage of the attack.  If they passed, nothing happened.  If they failed by a little, they took bruises/wounds (which put them at a cumulative -1 to each future save, as well as other things), and if they failed by a whole lot they were knocked out/killed.

It actually made combat a heck of a lot more fun because:

1) There was always the threat of being taken out with one really lucky hit, so you had to stay on your toes all the time.
2) Each damaging hit you took actually did reduce your combat effectiveness, meaning when you got beat up you could still be on your feet but not at full potential, unlike D&D where you only have 3 conditions (dead/unconcious, disabled, and 100% ready to go).
3) If you got really lucky, you could take a massive beating and keep coming back for more (by just never having that massive failure on your toughness save, despite the constantly mounting penalties to it).

In D&D, HP are basically fixed so it doesn't take much to realize that you will be assumed to have X number of rounds before you die no matter what they do to you, and vice versa.  M&M2e made it so that you literally could not predict what the next round would bring, because one blown save on either side could totally change the flow of combat.

But thats neither here nor there.
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11 months ago  ::  Jul 14, 2012 - 4:42AM #59
pauln6
  • Stampeding Hybrid
Date Joined: Jan 21, 2004
Posts: 2,295
You can refine the system somewhat so that you only get an instant kill if you roll a natural 20 to the head on a bloodied enemy.  Other hits can daze, blind, deafen, slow etc.    There will probably be moves to bring these in as specific manoeuvres but you can instroduce fairly free-form rules too with basic boundaries.
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11 months ago  ::  Jul 14, 2012 - 7:33AM #60
Kavin145
Date Joined: Jul 7, 2012
Posts: 10
Upon selecting the first rank, you gain five use per rest. Further uses per rest can be purchased through
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