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Urban Ranger
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Apolyton Duke of Off-Topic
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quote: Originally posted by DarkCloud
I suppose someone could sort of revise the system, making there be 'area-damage' (like in Battletech) or perhaps not increasing the hitpoints but giving the player points to put into Dexterity or Strength or "Tough Hide" etc. so that they can increase their innurity to pain and ability to take more punishment, etc.
Example- instead of 5 HP and 15 Hit Die to Hit going to 50 HP and 15 Hit Die to Hit, you would have...
10 HP because you maxed out "tough hide", then because of your strenght, you are well muscled so that gives you another 5 HP since there is more of you... giving you 15 HP- then you can increase your dexterity through 'training' thereby requiring 18 Hit Die to hit...
How about that |
I am not sure, you confused me B-)
In many systems, characters do get tough when they increase in experience, but only slowly. They avoid being killed mainly by being more skillful, say, becoming very good in using a shield or parrying with a weapon. That means firefights are much more deathly than melee combats, though having high skills in ranged weapons do help.
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Sore Loser
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Aarhus, Denmark
Sep 2003 time: 06:32
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Another problem with combat is that it rarely matters how many enemies attack you at once, your defence rating is unchanged. There should be more strength in numbers. Some kind of exhaustion level could be introduced as well, making inferior enemies in large number even more of a challenge.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:32
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A system like DC Heroes (superheros RPG) allowed several people to group together to increase their strength. Instead of rolling 16 attack rolls at skill 1, you could roll 8 at 2, 4 at 3, 2 at 4 or a single attack with a level of 5. This allowed to fight lots of generic grunts with very few dice rolls.
Other systems, like Rolemaster, or even more so Runequest, put emphasis on parrying. If you can't parry, it's very likely you'll be hit, and you can only parry against one opponent at a time (or get penalties to your parry skill if you parry more than once).
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Jon Miller
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does anyone here know anything about ADnD 2.5?
Jon Miller
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Jon Miller
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no I mean ADnD 2.5
which is what I have sort of heard Baldur's Gate 2 is based on
Jon Miller
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Crabz
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I don't mean to be blunt, but the whole point of DnD was to give an immense field a tight package.
AC, for example, is a collection of EVERYTHING that would reduce damage, dodge modifiers, magical modifiers, dex modifiers, depending on the game, holy, luck, size... armor in particular. Anything that would keep you from being STRUCK.
The idea behind hit points is just that, how well you take a hit - be it rolling with a blunt weapon, or opposing a blade. Fighters, for example, in DnD have a d10 hit dice, they are frontline characters. They see more tools of death than anyone else, and therefor LEARN to deal with it over time.
In addition, levels are not linear, they increase in difficulty an exponential fasion (even if difficulty is just time spent bashing goblins) so if you are whining about levels meaning less, they DO, just not in the manner you want them to. Every 1000 exp means less and less as the game progresses, at least in NWN, my rpg of choice currently.
If you want a more strategic game go play Warhammer 40k or Necromunda, the latter of which is renowned for it's realistic damage style - one gunshot often downing and permanently injuring a member of your gang.
To people who know ADnD 3.0 etc but never knew about Thac0 and such, AC evolved from thac0 which meant "To Hit Armor Class 0". As your character evolved, your THAC0 dropped, and armor class (in the positive) was added to your d20 roll and needed to remain above your thac0 to hit. I personally like the NEW system, with AC and attack bonuses. It makes the game more PERSONALIZABLE.
I prefer PnP rpgs simply because of the human element. Bending of the rules, conversation with the DM agreeing to special circumstances, and critical misses, losing your beloved equipment due to losing your arm in a hole in the wall, and losing your other arm in an attempt to retrieve the first arm (If anyone reads that comic... I can't quite recall it lol, but I wish i had my Slashmaster +12?)
Ok, I guess I'm done. EVERY system is different, and you need to keep looking until you find the one that suits you. Again, with DnD, you are allowed to ammend it to suit your needs, so long as the DM agrees prior to the game start, and the other players do aswell. If you want to play a kung-fu-esque monk who doesn't just get strong, but prones characters with throws, and submisses them with grapples, TELL YOUR DM THE FEATS. You are allowed to make your character a reality. Just make sure it's not uber - the numbers need limits, you can't suplex a dragon, for instance.
Someone was talking about powergamers, and I have to agree. I have to say though, I find I am more likely to play a 16 wisdom fighter in PnP than I am in a CRPG... in a PnP I never know the limit of my recieved equipment. It is spontaneous and limitless. Programs only go so far, and only reach certain boundaries, and I, as a perfectionist, strive to reach those boundaries. I look into the far reaches of the games toolset to find what equipment I'll equip, eg: in the NWN campaign I set 19 dex for a final dex of 44 and an AC of 48, Monk, being untouchable.
Alright, I suppose I'm done. In case anyone just skipped to the bottom of this post, I feel that PnP games will ALWAYS be superior to CRPGs, because you will only ever personalize your game in RL.



Actually, I got that Thac0 part wrong. I remember now why they changed it Armor class started at 10, and instead of GROWING, it dropped so a negative number, which was added to your attack roll and needed to remain above YOUR thac0 for you to hit your target. This is an edit, I was proofreading and ran into this problem, I didn't want to bother making another post.
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Jon Miller
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me and freinds will probably start playing in DC in Januarry
probably aren't looking for more people though
Jon Millwe
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Jon Miller
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I know a little bit about the older systems
but age does not mean good
and ADnD has been arround a while also (I beleive DnD first was over 20 years ago)
Jon Miller
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MrBaggins
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*smiles, reminicing about Rolemaster, and its absurdly detailed systems and myriad expansion books*
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Jon Miller
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I knew that
I hvae played some of the earlier ones
Jon Miller
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:32
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quote: Originally posted by MrBaggins
*smiles, reminicing about Rolemaster, and its absurdly detailed systems and myriad expansion books* |
Oh yes but I loved that game! Rolemaster Companion II: How to add a skill to slice bread. The last generation of RM is much better but they still found only one thing to do in expansions: Add skills. Sometimes, add spells too. The combat system is really good. The spell system was quite good, but a bit restrictive though for a CRPG it would be great.
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MrBaggins
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quote: Originally posted by LDiCesare
Oh yes but I loved that game! Rolemaster Companion II: How to add a skill to slice bread. |
I think you mean ICE 1165 : Toast Lore
As I recall there were so many magic using classes, and plenty of spell tables to go around.
I remember the crit tables better though. Viscious... nasty AND imaginative deaths. *laughing*
I powergamed a mythic europe (think Ars Magica) campaign with a group of buddies... ritual magic and the whole crusade bit (done with War Lore)... and it was really quite fun, if a little involving.
I spent a lot of money on that, between Rolemaster, MERP, and Spacemaster. I guess like 80 books worth. Sitting in a loft in my parents house...
* MrBaggins chuckles
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Crabz
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After world war I(?) wargames were huge, my grampa said they had tank strategy warfare board games and stuff. It seems pretty cool.
Has anyone here ever played the turn-based combat games with models? warhammer 40k, necro, epic, man'o'war? I know there are more than just citadel, but I can't think of them >.<
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