Post by Malcadon on Feb 21, 2012 1:43:09 GMT -6
This was a random idea I had while reading Chainmail. Basically, this is the core fantasy rules shoehorned into the D&D rules.
How this works, is that a character has a number of damage dice equal to its Fighting Capacity (Man = 1 die; Heroes = 4 dice; Superheroes = 8 dice), or attacks made-up of the divided damage die total, up to the number of opponents the character is facing. That is, a 4th level Hero can strike an opponent with 4 dice, attack two enemies with 2 dice each, or four opponents with 1 die each. It works the the same for monsters (hit dice = level). Damage bonus from Strength and magic weapons adds to or subtracts from the damage total - not to each die. The logic behind this is how Heroes and Superheroes in Chainmail are like one-man armies.
There is also a catch: the damage roll must be equal or more to the opponent's hit point total to hit to kill it outright, or the attack dose nothing! PCs are not killed outright, but are knocked-out or exhausted, and unless treated by an ally by the next few rounds, the PC dies. To make things easier, damage rolls by different attackers on the same target maybe totaled for a single combat round (by the end of the round, all accumulated damage goes back to zero). This is also in keeping with the Chainmail rules, and you would not have to keep track of dwindling hit point totals.
Because this is already a level-based system, a Weapon Class vs Armor Class to-hit system is ideal, but as an alternative (to cut-down on dice rolls), damage rolls can be adjusted by superior or inferior weapons, while armor can add to hit point totals.
Yes, this is all abstract, but what part of the old-school rules is not? This would also change the level of power in the game (higher levels are much more powerful then before, and low-level parties would be head-press to deal with moderately powerful enemies), and the style of the rules (like an all-or-nothing zero-sum attack system). Not to mention how the quick recovery makes healing spells/potions useless, unless used to help knocked-out or exhausted PCs recover (non-magical treatment only stabilizes the character).
These rules are untested, as I made it up on the fly. So do anyone have ideas or suggestions about them?
How this works, is that a character has a number of damage dice equal to its Fighting Capacity (Man = 1 die; Heroes = 4 dice; Superheroes = 8 dice), or attacks made-up of the divided damage die total, up to the number of opponents the character is facing. That is, a 4th level Hero can strike an opponent with 4 dice, attack two enemies with 2 dice each, or four opponents with 1 die each. It works the the same for monsters (hit dice = level). Damage bonus from Strength and magic weapons adds to or subtracts from the damage total - not to each die. The logic behind this is how Heroes and Superheroes in Chainmail are like one-man armies.
There is also a catch: the damage roll must be equal or more to the opponent's hit point total to hit to kill it outright, or the attack dose nothing! PCs are not killed outright, but are knocked-out or exhausted, and unless treated by an ally by the next few rounds, the PC dies. To make things easier, damage rolls by different attackers on the same target maybe totaled for a single combat round (by the end of the round, all accumulated damage goes back to zero). This is also in keeping with the Chainmail rules, and you would not have to keep track of dwindling hit point totals.
Because this is already a level-based system, a Weapon Class vs Armor Class to-hit system is ideal, but as an alternative (to cut-down on dice rolls), damage rolls can be adjusted by superior or inferior weapons, while armor can add to hit point totals.
Yes, this is all abstract, but what part of the old-school rules is not? This would also change the level of power in the game (higher levels are much more powerful then before, and low-level parties would be head-press to deal with moderately powerful enemies), and the style of the rules (like an all-or-nothing zero-sum attack system). Not to mention how the quick recovery makes healing spells/potions useless, unless used to help knocked-out or exhausted PCs recover (non-magical treatment only stabilizes the character).
These rules are untested, as I made it up on the fly. So do anyone have ideas or suggestions about them?