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Post by bestialwarlust on Mar 11, 2013 11:07:11 GMT -6
For my upcoming game I'm deciding on whether or not to use variable weapon damage. I just got finished watching The adventures of Robin Hood movie -- the 1938 classic with Errol Flynn.
The fight between Robin and Guy is where Gary got his inspirtaion for combat and hit points. And after watching this movie again I can see where the abstract d6 damage comes into play. As the damage might not only come from a weapon but from kicks, falls,bludgeons, etc...
In this context it makes sense a player or ref could narrate and attack roll as "After several of your swords swings were dodged and parried you kicked the orc knocking him over a small bench causing him to fall and knock his head hard on the floor. The orc regains his senses a short moment after this coming at you with death in his eyes while furiously swinging his sword at you"
A d6 is rolled by the ref, in my games I always roll damage, and the orc takes damage based on that roll. I kind of like that idea and if you use variable weapon damage you'd lose out on that bit of imagination in combat where the damage could've been caused by some other move during the combat round.
So after my long windedness to get to my point here's what I was considerding for the fighter only. When a damage roll is made, any damage rolls done for the fighter you roll 2d6 and then pick the highest number.
This gives fighters even more of an edge in combat and I think is a good way to represent thier skill with weapons. I'm curious as to the thoughts of others on this.
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Deleted
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Post by Deleted on Mar 11, 2013 11:26:46 GMT -6
I think your line of thinking shows a pretty good grasp of the abstract nature of combat. One aspect you may not have considered is that hit points are also indicative of the fighter's skill. Greater hit points mean he can stay in the fight longer and thus inflict more damage. Of course, in all probability, this will spur a lively debate but that's how I see it anyway!
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Post by bestialwarlust on Mar 11, 2013 11:34:02 GMT -6
Yes I had thought of that which is why I wanted to toss this out there and get some thoughts on it. At face value it doesn't seem like it would break the game much. For the benefit of those who may not have seen it. I found the fight on you tube www.youtube.com/watch?v=L10fR31jC1wNotice he wins in 2 rounds of combat (vid length 2:17)
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Deleted
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Post by Deleted on Mar 11, 2013 11:50:17 GMT -6
I've always loved Flynn's "Robin Hood". Have an exalt for posting that clip.
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mordrene
Level 2 Seer
Trogdor the Burninator
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Post by mordrene on Apr 30, 2013 19:14:10 GMT -6
somewhat of a thread hijack. while watching this video, i think im going to house rule that high dex bonus to hit should be used for both melee and ranged attacks. I didnt see guy or robin using their brute strength but their skill and cat-like reflexes to battle.
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Post by Falconer on Apr 30, 2013 19:43:44 GMT -6
I don’t know, there are quite a few tense moments of them physically straining against each other. I think the point is that they are evenly matched in strength.
Anyway, OD&D rewards high level much moreso than ability score rolls, and I’m pretty content with that.
FWIW, tat would be 3 rounds, since it is MORE than 2 minutes. Also, there are some cutaways in the movie that they cut out in the Youtube! clip, during which (according to movie convention) the Robin/Guy fight would have been continuing.
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Post by ravenheart87 on May 6, 2013 1:57:05 GMT -6
somewhat of a thread hijack. while watching this video, i think im going to house rule that high dex bonus to hit should be used for both melee and ranged attacks. Something I was thinking about a lot. I also like how HackMaster handles it: attack bonuses come from dexterity and intelligence, defense bonuses come from dexterity and wisdom. I didnt see guy or robin using their brute strength but their skill and cat-like reflexes to battle. On the other hand, being able to use your weapons for long periods does require some heavy muscle work. So it's not the brute force that increases the attack bonus, but that you're not becoming tired.
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Post by Finarvyn on May 6, 2013 3:41:08 GMT -6
I think your line of thinking shows a pretty good grasp of the abstract nature of combat. One aspect you may not have considered is that hit points are also indicative of the fighter's skill. Greater hit points mean he can stay in the fight longer and thus inflict more damage. This is the way I see it as well. I think the problem occurs when players read the letter of the rule without understanding the spirit, so they interpret that a high-HP character could stand there defenseless and take several arrows or sword cuts without feeling the effect. As most of the HP mechanic (to me) represents getting tired and avoiding serious injury, characters are only taking a few nicks and bruises when they lose a few hit points. Of course, the counter to this is the query where if a HP is mostly getting tired, then why does a character only heal a few HP per day. I don't really have a good answer for that one. Of course, in all probability, this will spur a lively debate but that's how I see it anyway! Well, that's what we're here for. Right?
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Post by bestialwarlust on May 6, 2013 7:51:03 GMT -6
To counter this I just increased HP healing rates. After all the reading I'd been doing about the original intent of what HP represent and what they'd become I made the change.
I explained to my players what they represent (minor custs, bruises, endurance, luck) and how we'd been using them in the past (as wounds) which is how most used them. To me it makes a world of difference just changing how HP are viewed.
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Post by Deleted on May 6, 2013 8:02:43 GMT -6
I took a similar tack. It seemed the most logical way to address my line of thought.
I increased the amount of healing with a night of rest, and allowed a week of leisure in a protected environment (town, city, etc.) to heal all "normal" wounds. It's a little on the "gamey" side but it's worked well for my campaign.
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Post by Vile Traveller on May 6, 2013 8:28:17 GMT -6
I increased the amount of healing with a night of rest, and allowed a week of leisure in a protected environment (town, city, etc.) to heal all "normal" wounds. I think it's probably the most elegant way to make the D&D combat system work as a whole without holes so that you don't get a lot of a***holes starting a holy war over it.
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