|
Post by sixdemonbag on Sept 13, 2017 20:15:18 GMT -5
d20 + HD + AC ≥ 20 is a hit it's that simple Target 20 is excellent as well. It gives fighters a more than decent boost too. Makes them on par with monsters if that's desired.
|
|
|
Post by sixdemonbag on Sept 13, 2017 20:19:50 GMT -5
Which is still slower for me than looking it up on a chart. I really need to brush up on my chart reading skillz. One thing charts can do that formulas can't: non-linear progressions. That's a major distinction that shouldn't be immediately discounted.
|
|
|
Post by Crimhthan The Great on Sept 13, 2017 21:22:33 GMT -5
d20 + HD + AC ≥ 20 is a hit it's that simple To roughly quote Dave Arneson, "Roll and I will tell you if you hit." Now that is simple.
|
|
|
Post by Crimhthan The Great on Sept 13, 2017 21:36:20 GMT -5
I'll post the images if this is a big deal to you: Not sure why the quote does not pickup the images. And people claim I make bad jokes.
|
|
|
Post by mao on Sept 14, 2017 8:17:07 GMT -5
Xur scratches his head, finds a big rock to sit on and ponders his next move. "Power Word Derail is just too powerful." I think I'll go get some mead......and maybe pay for companion ship." The not as strong as he thought mage wanders back to town.
|
|
|
Post by sixdemonbag on Sept 14, 2017 11:30:04 GMT -5
Got enough mead for two?? I'm buying...
|
|
|
Post by Crimhthan The Great on Sept 14, 2017 11:36:09 GMT -5
OK This is part of my rules but I thought I would "show off" this idea a little more dagger +2 to hit short sword +1 to hit Long Sword crit on 19-20 Mace 2 damage on a miss quarter Staff -2 to ac you get the idea...... I followed the link to your rules and they are pretty hard to follow, have you considered formating them in some way?
|
|
|
Post by mao on Sept 14, 2017 11:52:29 GMT -5
OK This is part of my rules but I thought I would "show off" this idea a little more dagger +2 to hit short sword +1 to hit Long Sword crit on 19-20 Mace 2 damage on a miss quarter Staff -2 to ac you get the idea...... I followed the link to your rules and they are pretty hard to follow, have you considered formating them in some way? I worked on them for like nearly 12 hour in a row and burned myself out, In there origian state on another website they were formated. I just recently decided I was going to work on stuff here instead of there, so its coming
|
|
|
Post by mao on Sept 14, 2017 13:16:50 GMT -5
I followed the link to your rules and they are pretty hard to follow, have you considered formating them in some way? I worked on them for like nearly 12 hour in a row and burned myself out, In there origian state on another website they were formated. I just recently decided I was going to work on stuff here instead of there, so its coming Added a few headers
|
|
|
Post by Robert the Black on Sept 14, 2017 16:17:51 GMT -5
I worked on them for like nearly 12 hour in a row and burned myself out, In there origian state on another website they were formated. I just recently decided I was going to work on stuff here instead of there, so its coming Added a few headers That helps quite a bit. Can you post a link to where it is now on the other website?
|
|
|
Post by mao on Sept 15, 2017 13:53:32 GMT -5
That helps quite a bit. Can you post a link to where it is now on the other website? I could but the one here is way more UTD. I've switched to posting here primrily and the one here has been worked on a bit more Oh what the hell! Here you go link
|
|
|
Post by magremore on Sept 16, 2017 5:06:19 GMT -5
d20 + HD + AC ≥ 20 is a hit it's that simple Target 20 is excellent as well. It gives fighters a more than decent boost too. Makes them on par with monsters if that's desired. Fully agree. But also... Apply the core Target 20 principles (basically what scottanderson mentioned) to the easy to memorize class THAC0's and you get no-lookup and crunchy, by-the-book goodness. F1-3 : d20 + AC ≥ 19 is a hit F4-6 : d20 + AC ≥ 17 is a hit ... and so on...
|
|
|
Post by sixdemonbag on Sept 27, 2017 23:06:44 GMT -5
Target 20 is excellent as well. It gives fighters a more than decent boost too. Makes them on par with monsters if that's desired. Fully agree. But also... Apply the core Target 20 principles (basically what scottanderson mentioned) to the easy to memorize class THAC0's and you get no-lookup and crunchy, by-the-book goodness. F1-3 : d20 + AC ≥ 19 is a hit F4-6 : d20 + AC ≥ 17 is a hit ... and so on... That's how I do it as well. +0 +2 +5 is as much as I need to memorize. No tables necessary. 19 17 14 works just as nice.
|
|
|
Post by Dartanian on Sept 28, 2017 7:42:30 GMT -5
Going back to the OP, I don't see any of this as necessary, but I would have no problem with making fighters just a touch tougher.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 28, 2017 8:31:27 GMT -5
OK This is part of my rules but I thought I would "show off" this idea a little more [... snippage ...] So, if I'm reading this correctly? You're dividing weapons by general heft and weight, then assigning damage? Nice idea! If you want to get more granular without getting overwhelmed by detail, here is a refinement you may wish to consider. Do the same with armor! OD&D only has 3 armor types: leather/light, chain/medium, and platemail/heavy. You could further refine weapon damage versus armor weight. I'll be frank, I enjoy the very abstract nature of OD&D combat. I'm just allowing my imagination to roam and thinking this may be something you'd like to consider in your combat resolution.
|
|
|
Post by limeodyssey on Oct 3, 2017 6:19:05 GMT -5
When I embraced OSR, I obviously took a radically different approach to most people, I am coming to understand that now. I thought back to how it felt to get the grey cover Gamma World or to sit through 1e AD&D games, how it worked to use the itty bitty OD&D booklets, what was left out, what my friends and I toiled over. One of my friends went in and wrote out every historical kind of armor, and of RuneQuest added so many quirky things it became an influence. Now reading this thread I am surprised again at how controversies start I guess my influence now is first time gamers and first time OSR gamers, who may not ever in their lives visit one of these forums or even particularly care about the historical progression of the rules. Thus in eg Dark Knights, it is all centered in combat on 1d20 to try and get to 20. If the AC of a monster or target is absurd, as it could be, then an equally absurd set of modifiers will be needed. AC -25 will need a +13 weapon and a good attack bonus to arrive at 20 and a successful hit. I think anchoring the flights of fantasy with a few constants, like worst AC is 9, is very helpful. If we play the pretend game of "it's the beginning of OD&D and we don't know what the future holds" it's a series of equally valid choices - keep it as published initially, simplicity and all - or follow one of the paths out of Eden, be it statting out all creatures Glorantha style or become ever more abstract regarding AC or whatever. I do think any OSR writing needs to at least provide a simple resolution allowing play using the actual original rules. For example if a change is made to AC rules, it needs to be a change that can be easily seen by those who care and "changed back" should they want to. Actual books that are the inspiration for OSR did this frequently- for example the utterly pointless AC swap in the original Gamma World and similar products. They often had a little paragraph on comparative ACs and so on between game systems. It always baffled me that the TSR mavens would produce somewhat similar game rules rather than just rigorously use the same mechanics no matter the setting. It took decades for that to change. It just seemed a silly affectation when for example RQ had the BFRPG rules.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Oct 3, 2017 13:34:45 GMT -5
If we play the pretend game of "it's the beginning of OD&D and we don't know what the future holds" it's a series of equally valid choices - keep it as published initially, simplicity and all - or follow one of the paths out of Eden, be it statting out all creatures Glorantha style or become ever more abstract regarding AC or whatever. Well then you're in luck, my friend! That is exactly how a lot of us here, myself included, started playing this game all those years ago. So consider this forum a very good resource for you!
|
|
|
Post by mormonyoyoman on Oct 3, 2017 20:49:35 GMT -5
d20 + HD + AC ≥ 20 is a hit it's that simple To roughly quote Dave Arneson, "Roll and I will tell you if you hit." Now that is simple. This is the way I like to play. As a PC, I don’t know anything about no stinkin' charts (or badges) nor formulae. If the GM says I hit but breaks and fizzles, I don’t know why and can only curse the god of this world or luck or stepping on a sidewalk crack. No PC can ever know every piece of data that the GM knows, any more than even Hawkins can know every piece of data about any one particular thing. A player doesn't necessarily need to know more than the minimum of rules.
|
|
|
Post by mormonyoyoman on Oct 3, 2017 21:17:45 GMT -5
Xur scratches his head, finds a big rock to sit on and ponders his next move. "Power Word Derail is just too powerful." I think I'll go get some mead......" You'll find it over in the mead-ow.
|
|
|
Post by robkuntz on Oct 4, 2017 3:49:38 GMT -5
I make mine stand apart by insisting that they "break it up..."
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Oct 4, 2017 7:45:23 GMT -5
I make mine stand apart by insisting that they "break it up..."
|
|
|
Post by mormonyoyoman on Oct 4, 2017 14:07:51 GMT -5
I make mine stand apart by insisting that they "break it up..." Oh, an Apart Hide thing? This pun deserves an exalt that I found behind the couch. And I don't even have a couch!
|
|
|
Post by Admin Pete on Oct 4, 2017 18:46:42 GMT -5
I make mine stand apart by insisting that they "break it up..." Oh, an Apart Hide thing? This pun deserves an exalt that I found behind the couch. And I don't even have a couch! I do, have an Exalt!
|
|
|
Post by voyagingid on Nov 20, 2017 11:25:58 GMT -5
In regards to the OP, I'm considering making two handed weapons stand apart by doubling bonus damage from exceptional strength when using them.
|
|