![]() ![]()
Orich Starkhart wrote:
I would think that I could only justify the str to hit bonus as a thought of knocking a sword aside or pushing through ones parry. Dex is more of a muscle memory attribute so I guess it would come down to the characters fighting style. Some styles use brute force, others use more of a finesse. There are actually more hits on with using DEF. The last game I ran I had a player that found himself in the unfortunate situation of being in the mouth of a dire frog. He was using a touch attack spell inside his mouth but that ended shortly as the frog dived underwater. The frog was crushing him and drowning him but the DR on his armor prevented actual damage to him.As far as magical spells that would normally act as ac I would look at what the spell is doing. If it provides a kinect defense like dodge, as hand held sheild, I would put whatever points towards defense. If the spell is design to absorb damage like mage armor or shield then treat the bonus as DR. (Arrow pierces your magical shield, but loses so much energy that its tip barely scratches you) What would have been 4 dmg was reduced to 1 if the shield DR is 3. The magical armor would have no weapon type weakness unless the GM thought it logical. Like I said I prefer a story based game not the ego struggle of GM v. Player. I try to keep my players alive, though sometimes just barely. I have a crazy crit house rule too if you are interested. :D ![]()
Orich Starkhart wrote:
There are about a thousand ways to over complicate this. The HD does relate to the conversion of monsters. You can't use AC as DR just for the PCs it has to be uniform all around. All the monsters in the bestiary have their AC broken down so you get the natural, size and other modifiers. The HD modifier takes into account of xp and knowing how to get out of the way. I understand your point about excluding the STR bonus though valid, I just did not want to cross that bridge and nit pick. Had I removed the STR bonus I would have had to replace it with DEX. Your point is valid don't get me wrong, we as a group just didn't want to mess with it. We don't have a lot of spell casters in the group, but a touch attack would use DEF if required. Magical shield spells would be used as DR.The games I run are very story base. The current one magic is outlawed. I don't give out a lot of magic items, in my experience character have a tendency to rely heavily on them on forget about their character feats and class specialties. I try to draw my encounters to demand the full use of the team rather than than the Fighter tanking his way through or some OP wizard laying down magical devastation. ![]()
Tryn wrote:
Yup the rules are a tad different and there are more tables which makes it a tad tedious to manage during the combat round. The charts created some redundancies, so this was my solution. We ran the formulas through our group and made the refinements and eliminated the redundancies. We have play tested it through 3 games so far and it is no more complicated to run than AC. We have not play tested the Optional Sunder on a critical yet, but I am hoping that will be a solution to allow player who can't over come the DR on some foes. Players can choose to weaken the DR so cumulative damage can be greater and promotes team work. Or that is the intent. I run my games from my laptop, so all the minor math is left to the spreadsheet, so I can concentrate on the story. ![]()
Drachasor wrote:
Well if I understand Greylurker right, a normal spell foot print consists of the "how to" along with the actual spell. His suggestion would be to keep the "how to" along with the spell to be learned in a separate tome. The wizard's traveling spell book would be the cliff notes version of the spell and thus would not take as much space in the caster's book. If the GM wants the player to have access to the foes spells he can give the player access to the tome, if the GM does not then he can just have the spell book available but the wizard can't learn anything new because the details of how to cast and control the spell are missing. So the Arcane Tome would be like a text book explaining all the aspects of the spell, the research involved ect. The spell book you could only use if you understood what was learned from the tome. Did I misunderstand? ![]()
So here we go. i have run these rule on the past three games and the players seem to like them. I don't have to beef up encounters, and players live longer. Everything is plugged into an excel spreadsheet where i can monitor initiative encounters and armor hp. (no extra work on the players or my part.) Defense= 10+dex+shield+Misc Armor bonus + Hd (lv) modifier.
Armor weakness table: -1 DR
The minus 1 to DR takes into account that the design of the armor is resilient to that type of attack but its actual DR dictates how resilient it actual is. ![]()
Interesting idea. I wouldn't let some of these curmudgeons put a dampener on your idea. Might be something to put an interesting twist on your game. I don't see how it can in any way weaken your wizards and it gives you a little bit more control and allows the wizard to carry more spells on his person. Great idea, thank you for sharing. :D ![]()
Da'ath wrote:
I played AD&D back long time ago and found the natural 20 to be a bit of a pain when as a DM you have a challenging final boss lined up for your characters and he gets cut down in 5 rounds. I'm thinking with this model I can temper power players with a simple AC, HD adjustment. The math is simple enough and if it is too much for the GM then the GM can inform the players of their natural damage and critical damage range. Or the calculations can be made ahead of time as the math is based solely on the monster not the player. I got a game for Wednesday night and will see how well this works out. Playing online I am able to make calculations in Excel to handle any of the crazy math. Thanks for the input though. New bowl of cheerios poured. :P ![]()
Ok I play Pathfinder with a group of friends online and I find the confirmation of critical hit tedious and unfair to players. So I would like to ask some experienced gamers to review the following model. Take the AC (or modified AC) of the creature +5 + Creature HD.
So if a character rolls anything with modifiers between 15 and 20 they do normal dmg. But if they get 21 or better they get a critical hit. I use the critical hit decks so not every critical hit is double damage. Now the GM can manipulate these numbers by increasing HD, using terrain, surprise, ect. Thoughts and criticism are greatly appreciated. |