Clovenhoof
Mongoose
This thread is for the discussion of more or less heavy modifications of the D20 system. Normally I'm not a fan of heavy mods, and prefer minor tweaks instead. But our current GM is bent on changing the system rather drastically, so I decided to jump on that bandwagon in order to influence the direction this is going.
One feature of the D20 system that is certainly arguable is the increase of iterative attacks, which certainly make any given battle last fewer rounds, but each round takes longer to roll all the attacks, so in the end no time is saved.
So we are fiddling with an idea to condense the action in a fight by rolling several attacks into one roll. Somewhat like this:
* there is no Massive Damage, or at least not in the normal Conan way. Possibly there's a way of forcing MD by taking away at least half of a character's HP in one blow.
* you get a damage bonus when fighting opponents of a lower level than you. (Exact type and size of this bonus is yet to be determined.) The idea is to reliably kill low level opponents in one blow.
* when making a Full Attack action, you just make your primary attack normally and roll damage. You get a damage bonus of varying size for each iterative attack you are entitled to.
* If you hit your opponent and drop him in one blow, any overflow damage is immediately carried over to the next opponent within reach, provided the attack would have hit that opponent as well. This can be repeated as many times as you have regular attacks ("target maximum").
* If you miss at first, you simply make your second attack at the usual -5 penalty. Damage bonus and target maximum are reduced by one step.
* The Cleave Feat increases your Damage bonus and Opponent Maximum by one. The Great Cleave feat doubles your normal damage bonus and target maximum.
* Two-weapon Fighting doesn't grant you extra attacks, but bestows bonuses (attack and possibly damage) to your regular attacks.
Example:
Conan is surrounded by four Picts on the Warpath. He has 3 regular attacks per round and is a higher level. He rolls to hit with his great sword and connects, rolls for damage and gets a 65 (arbitrary number). The first Pict has 25HP and drops. The remaining 40 damage are carried over to the second Pict, who has 18HP and drops. He automatically hits the third Pict who has 15HP and kills him as well. Theoretically Conan has 7 points of overflow damage left but has reached is target maximum, and thus can't carry these over to the last Pict.
Voilà - 1 attack roll, 1 damage roll, three mobs down.
Unsolved issues:
* How to calculate the damage total. Statistically, your average damage per round by number of attacks goes roughly as follows (against a like-levelled opponent):
1 Attack: x1 average damage
2 Attacks: x1.7 avg. dmg
3 Attacks: x2 avg. dmg
4 Attacks: x2.15 avg. dmg
(The 3rd and 4th attack get much more important against lower-level mobs with bad Defense; against these your damage factor can easily climb to x3 or x4.)
These factors are rather uncomfortable; you simply can't ask of a player to roll his damage and multiply it by 1.7 or 2.15. On the other hand, simply making these factors straight x2, x3, x4 would ignore the reduced hit chance for iterative attacks. However, since Massive Damage is out of the equation, this might in fact be acceptable. I don't know.
* How to calculate the level-dependent damage bonus. A possible approach might be the level difference multiplied by some factor. It shouldn't look arbitrary, and it should ensure that a fighter can at least reliably drop an opponent 4 levels lower than him in one blow.
* how armour should work in this scenario. After all, if all the damage goes into a single opponent, that's up to 4 hits worth and thus he would normally deduct four times his (probably pierced) DR. Or what if most of the damage goes into one opponent and a small overflow is carried over to the next? Tricky.
Any feedback and suggestions welcome.
One feature of the D20 system that is certainly arguable is the increase of iterative attacks, which certainly make any given battle last fewer rounds, but each round takes longer to roll all the attacks, so in the end no time is saved.
So we are fiddling with an idea to condense the action in a fight by rolling several attacks into one roll. Somewhat like this:
* there is no Massive Damage, or at least not in the normal Conan way. Possibly there's a way of forcing MD by taking away at least half of a character's HP in one blow.
* you get a damage bonus when fighting opponents of a lower level than you. (Exact type and size of this bonus is yet to be determined.) The idea is to reliably kill low level opponents in one blow.
* when making a Full Attack action, you just make your primary attack normally and roll damage. You get a damage bonus of varying size for each iterative attack you are entitled to.
* If you hit your opponent and drop him in one blow, any overflow damage is immediately carried over to the next opponent within reach, provided the attack would have hit that opponent as well. This can be repeated as many times as you have regular attacks ("target maximum").
* If you miss at first, you simply make your second attack at the usual -5 penalty. Damage bonus and target maximum are reduced by one step.
* The Cleave Feat increases your Damage bonus and Opponent Maximum by one. The Great Cleave feat doubles your normal damage bonus and target maximum.
* Two-weapon Fighting doesn't grant you extra attacks, but bestows bonuses (attack and possibly damage) to your regular attacks.
Example:
Conan is surrounded by four Picts on the Warpath. He has 3 regular attacks per round and is a higher level. He rolls to hit with his great sword and connects, rolls for damage and gets a 65 (arbitrary number). The first Pict has 25HP and drops. The remaining 40 damage are carried over to the second Pict, who has 18HP and drops. He automatically hits the third Pict who has 15HP and kills him as well. Theoretically Conan has 7 points of overflow damage left but has reached is target maximum, and thus can't carry these over to the last Pict.
Voilà - 1 attack roll, 1 damage roll, three mobs down.
Unsolved issues:
* How to calculate the damage total. Statistically, your average damage per round by number of attacks goes roughly as follows (against a like-levelled opponent):
1 Attack: x1 average damage
2 Attacks: x1.7 avg. dmg
3 Attacks: x2 avg. dmg
4 Attacks: x2.15 avg. dmg
(The 3rd and 4th attack get much more important against lower-level mobs with bad Defense; against these your damage factor can easily climb to x3 or x4.)
These factors are rather uncomfortable; you simply can't ask of a player to roll his damage and multiply it by 1.7 or 2.15. On the other hand, simply making these factors straight x2, x3, x4 would ignore the reduced hit chance for iterative attacks. However, since Massive Damage is out of the equation, this might in fact be acceptable. I don't know.
* How to calculate the level-dependent damage bonus. A possible approach might be the level difference multiplied by some factor. It shouldn't look arbitrary, and it should ensure that a fighter can at least reliably drop an opponent 4 levels lower than him in one blow.
* how armour should work in this scenario. After all, if all the damage goes into a single opponent, that's up to 4 hits worth and thus he would normally deduct four times his (probably pierced) DR. Or what if most of the damage goes into one opponent and a small overflow is carried over to the next? Tricky.
Any feedback and suggestions welcome.