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Re: Skill vs. strength and parrying
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D&D's HP system was retarded even for a pen and pencil RPG from day one, and games that came out at roughly the same time handled the issue _far_ better. (Runequest being the main one that came out at roughly the same time, but also AH's Powers and Perils, Hero Systems (ie Champions), etc.) One of the most blatantly retarded aspects was that HPs supposedly represented luck, fatigue, etc, and yet, HPs recovered at the rate of roughly 1 HP a day, WITH rest and treatment! Under D&D's system, Conan could've fought an army single-handedly one day - and then required 90-some days to recuperate, not to mention weeks before he could've safely gone against a 1st level foe. Imagine the Three Musketeers requiring weeks between battles, instead of simply needing a chance to sit down and quaff a bottle of wine before re-entering the fray. http://forum.shrapnelgames.com/images/smilies/wink.gif And of course, the flip side to the retardedness was the AC system, where platemail and agility (dexterity) both made you harder to _hit_, instead of plate armor making you easier to hit, but harder to significantly _hurt_. Other games separated fatigue-type damage from actual bodily harm, and/or handled armor as reducing the effect of blows. Dominions to a large extent does this also, and contrary to Epaminondas's "If anything, that shows that a lot of people do agree with me in feeling that there is a problem with the base human commander or hero HPs", an awful lot of people have no problem with the base human commanders dying like flies - it's only the fact that heroes (without Turin's mod) are so useless that we have a problem with. (And some people don't even have a problem with that http://forum.shrapnelgames.com/images/smilies/wink.gif ) |
Re: Skill vs. strength and parrying
Hmmm. A weapon that's both a weapon and a shield... makes sense, so long as the engine handles multiple 'shields' reasonably. The use is fairly obvious so long as there's only one shield, but if there are multiple shields with different prot values it becomes important to have a way of deciding which ones get checked for which hit rolls.
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Re: The problem of low hit points on humans
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Re: The problem of low hit points on humans
For human melee heroes, I'd just add a 'chosen' attribute (with an icon resembling the pretender/prophet icons) which makes them immune to curse, horror mark and serious afflictions. Handy, but not overwhelming.
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Re: The problem of low hit points on humans
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I don't really see that as a big problem, though I think they could be several levels better in abilities like fighting skills without breaking balance. On the other hand, if the mundane heroes were to be given boosts so that they arrived much better than average commanders, I'd miss having the kind of heroes we have now - the "hero material" guys. Though those could be added too as regenerating heroes for all nations. Especially now that we can mod two types of those in for every nation... http://forum.shrapnelgames.com/images/smilies/happy.gif As for Marius Lorca, just to annoyingly quibble about your example, he may not be much better than an Emerald Lord, but Emerald Lords are some of the best human melee foot commanders in the game, so adding a bunch of +1's to one of them is actually quite good from a mortal human perspective. Vanheim's Vanlade is even less impressive compared to typical Vans (he's about the same), though again, mounted Vans are some of the best mounter human combat commanders (and they have magic too). PvK |
Re: Skill vs. strength and parrying
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Anyway dominions has a system which is closer from rolemaster with its open ended dice rolls allowing with extreme critical hits to one shot anybody or give severe afflictions, but rolemaster hadn't a limited by size hp system, it used a light form the D&D hp concept with the possibility to develop them with leveling, so there is no real need of chaosium systems limitations to make heroes mortal. Note that I don't think there is a problem with humans hp in general (out of heroic characters and eventually very experienced commanders) I was just tired by the nonsense of some D&D-hp-concept* bashing arguements (*I don't remember having defended the way they modeled armor, recuperation or other parts of the mechanics) when it was far more able to model med fan heroes without making them unbalanced than one in which the GM was forced to cheat to avoid to see "Conan" one shoted in each fight (runequest), and when boosting stats like defense or giving luck instead of hp risks to make heroes far more overpowered in case a lucky roll never happen (some suggestions for dominions). |
Re: The problem of low hit points on humans
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Marius Lorca is impossibly skilled - unfortunately, that doesn't help him to survive in battles. Not much. He'd need expensive equipment, and could still easily die. He'd be easy to kill as well, if he did survive to become enough of a threat. |
Re: The problem of low hit points on humans
Well, Marius Lorca is a hero, but lets talk Emerald Lord (who is nearly as bad-***.)
The emerald lord costs *80 gold*. That's roughly equivalent to a four or five gem summoned monster. The emerald lord, on average, smacks a wyvern like a red-headed stepchild. So, the emerald lord doesn't need more than 15 hit points - if he had 25, he'd beat the wyvern almost every time, which would be unfair. Now, it's true, the niefel lord is a *way* better chassis than he is. This is why the niefel lord costs six times as much. So, I'd agree that - Mantle of Life (Constr 6, NNEE) - Body Prot 13, +20 hp. Blood Vigor Charm (Constr 4, BB) - +10 hp. That's 1 hit point per blood slave. Equinox (Constr 8, AAAANNN) - Sword, poisonous, does lightning damage, resist poison and lightning, +30 hit points. etc. would be fair and reasonable. |
Re: The problem of low hit points on humans
Well, Marius Lorca is a hero, but lets talk Emerald Lord (who is nearly as bad-***.)
The emerald lord costs *80 gold*. That's roughly equivalent to a four or five gem summoned monster. The emerald lord, on average, smacks a wyvern like a red-headed stepchild. So, the emerald lord doesn't need more than 15 hit points - if he had 25, he'd beat the wyvern almost every time, which would be unfair. Now, it's true, the niefel jarl is a *way* better chassis than he is - but, without items, six emerald lords chop him at the knees until he dies, and the niefel jarl costs six times as much. But, if you're really set on letting people use human heroes into the late game, I think it would be reasonable for blood/fire/earth/nature (in various combinations) to add hit points - I notice no-one has requested a "bonus hit points" power for magic items in the modders wishlist. |
Re: The problem of low hit points on humans
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