I preface all of the below with the following caveat: the system I am developing is built from the ground up rather than an extension of the D&D rules. While I have every intent to try and adapt the system to D&D, I am first developing a system that works and then worrying about how I map the system back to D&D terms. This means that you should consider the below only as it is presented, not as an addon to D&D or any D&D subsystem in any way (ignore feats, magic, magic items, attacks/rnd and typical AC issues for now)
Background
In books, the fighter types take on foes much larger/stronger/tougher than themselves and they win. They do this by using brains over brawn, exploiting opportunities as they arise and by simply being a better swordsman. While fantasy RPGs provide ample opportunity for players to use brains over brawn, they do not mimic the "I know you are bigger and swing a tree stump, but I have been training with a sword since I could lift one" paradigm nor do they provide a mechanic for exploitation of opportunities. One of the things that screws melee types in D&D is that they have no way of dealing with the ever increasing hit points of their foes. A longsword still does d8+change and it does that every time it hits its target, except when it does less. This means that a 10th level fighter with sword, shield and 90hp stands no chance against a Fire Giant with the sword and shield, 142hp and huge strength. The underlying issues why the fighter loses this battle is deeper than just a damage to hp ratio, of course. At a minimum , there is the "auto-hit" syndrome that plagues AC and the fighter's useless secondary attacks, which I guess were supposed to mimic higher degrees of swordsmanship but fail at this miserably. It is these problems that the idea below is designed to address fully or in large part.
The System
Imagine for a moment if monster HP was not tied to monster "level". Instead, what if HP was based on something else entirely, like a CON score + HD type + 1/level or HD (so an oge would have 15 [CON]+ 8 [HD type] + 3 [3hd monster]) 26 hp and a 3rd level fighter would have 28hp (15 [CON] + 10 [HD type] + 3 [3rd level]). Furthermore, the fighter would have a number of "combat tokens" (I imagine a green poker chip and a red poker chip glued together for now) that represented his skill and prowess in melee battle. Fighters would get 1 token per level plus perhaps bonus tokens. Mundane (NPC) types would receive 1 token per 3 levels with more tokens granted based on the combat prowess and level of the class receiving them. Monsters would get tokens as well to represent their melee combat prowess. Untrained monsters (ogres, oozes, whatever isn't a highly-trained combatant) would be relegated to the 1 token per 3 levels/HD (or whatever is appropriate), with more militaristic or skilled hunting monsters (hobgoblins and wolves maybe) getting a racial bonus token. Combat is then carried out normally, but the tokens can be used (flipped from green side to red) to cause any one of the following effects:
- To cause a roll (melee or ranged) that just hit the spender to miss
- To add +x to the attack roll, where x is some meaningful amount, perhaps scaled to level
- To avoid a trample/grapple/disarm or the like
- To avoid an AoO based on movement or action
- To carry out a second melee attack during the spender's turn
- To undo the effect of any token spent by an opponent against the spender
- To confirm a critical hit
- To take an immediate move or move-equivalent action
- to conduct a second AoO against a foe which provoked the user
- To do other things (???)
Benefits
- melee damage stays relevant since HPs are basically flat
- multiple foes are now a threat to the fighter, since he loses a fair amount of capability eventually
- token loss can be used to represent fatigue or other effects
- unskilled opponents still have a trick up their sleeves and must be handled with at least some respect.
What do you think?
