K wrote:HPs and Wounds. I'm serious about Wounds. Make a little chart and every time someone crits you or hits you when you are out of HPs you get one. If you get more than half your level, you die.
That's reasonable. With the added caveat that a "crit" should be defined as an attack which inflicts a specific amount amount of damage on you rather than an attack with the right unmodified attack roll. The thing in SAGA where being a badass reduces the number of mook normal hits but not the number of mook critical hits is totally unacceptable.
If there must be an attack roll related effect effect, it should be something like getting an extra die for every full +5 your attack roll exceeds the relevent Armor Class.
Armor: How about armor subtracting to-hit for AC, straight up. That way an unarmored guy running out of the prison or the monk has some tradeoff vs the guy who wears fullplate and a tower shield.
I don't want to be in the 3.5 D&D situation where the're no real reason to give a damn about the armored warrior. Proper tactics probably shouldn't be "ignore the guy in heavy armor" - I'm OK with people wanting to figure out how to skirmish and harry the weaker targets and such, but I don't want people to just
ignore the hoplite.
So I'd like armor to not weaken a character's offense. I'd prefer it if it penalized mobility and made you more dangerous in melee. Hell, I think I'd get more of the rubric I want if heavy armor made your attacks
better at the cost of having worse mobility. I'd really like some sort of scissors/paper/stone outlay between Heavy/Medium/Light Armor setups. But I'm not super clear on how that would work.
HP and BAB: Based on char level, and not anything else. That way you don't have the situation "crap, thats a fighter sized attack and it just one-shot killed the wizard!" and you don't have to have weirdness like touch AC thats unbalanced on first principles just to let a Wizzy use Shocking Touch.
Yes exactly.
I think having stats apply to offense is still a mistake.
I agree. But I also think not having stats apply to offense is a mistake. I really don't see a perfect option.
- If attacks are not tied to your defenses, then there's no reason for any character to have any particular set of defenses and that's bad.
- If attacks are tied to your defenses, then your stat choices are prescriptive about what your character can ever do and min/maxing exists for attacks and that's bad.
I'm leaning more towards the second option just because I can think of ways to mitigate that (large ability lists to choose from, fixed available attribute arrays). But I'm looking at problem mitigation, not problem solving, either way.
-Username17