The Ferrett ([info]theferrett) wrote,
@ 2003-05-23 08:24:00
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The Problem With Dungeons - A Request For Help
I was playing Champions with my friends last night when I realized one of the big problems with my campaign: At higher levels, the classic D20 system breaks down entirely. And we're pushing 20th level.

At higher levels of D&D, the game gets reduced to a big talentless slugfest where the only challenge is to reduce the dragon's hit points to zero before it clobbers you. And as a DM, thanks to the way the game is designed, I can't play to win. Why?

Well, there are two conceits of the D&D system that break down:

1) All attack rolls that are over someone's AC hit them.
2) Hit points, like life in Magic, are essentially meaningless; you fight equally as well at one hit point as you do at two thousand.

At low levels, the "attack rolls that are over someone's AC hit them" actually work to some extent; a fighter can wear a tough suit of armor that brings him to 21, and the average is attack roll is +3 or so, meaning that essentially, someone has to roll a 17 or better to hit. But at high levels, the armor class doesn't scale without ridiculous magical items that I refuse to use - and so my highest-level PC is AC 27.

That's good, but the average attack roll at this point is something like +30. Which means that for most of the challenges the PCs will be facing at their level, the monster is guaranteed to automatically hit.

Furthermore, since the monster's got not just the skills but the damage to shred someone effectively, most of the combats lately have looked like this recently:

Me: "The monster hits you, of course." (Rolls dice) "You were at 102 hit points? Well, you're at 27 now. If he gets initiative the next round, you're dead."

This has reduced every combat we've had lately into "one PC takes a boatload of damage, and spends his next action looking desperately for a way to survive." There's no skill in it. If I go all-out and play fair, the monsters kill someone every round and I spend a lot of time resurrecting PCs - which, to be fair, even the Epic Handbook warns us about. (And I hate revolving-door death.) If I cheat and spread the damage about, then I never wind up doing anything dangerous to the group as a whole.

Furthermore, the meaningless hit points means that taking 73 damage doesn't mean anything beyond a CON save. You're not winded from it; you can just pop out your own boatload of damage the next round.

In short, individuals get hosed each session, but there's never some knock-down battle where everyone's bruised and beaten, exhausted but determined to take out the beast before they go down. Furthermore, there aren't really any ways to avoid it - my wife has been frustrated in the past when she's come up with Buffy moves like tossing someone to the ground and stomping on them to discover that essentially, it doesn't do more damage than an attack with the Daggers of Kithrak, so why bother?

There are three ways of dealing with this to make monsters challenging:

1) I RAISE THEIR AC THROUGH THE ROOF. Fine, but giving a monster an AC of 40 means that precisely two members of the party have a chance of hitting them. The rest of the party hangs around with their thumb up their ass.

2) I RAISE THE HIT POINTS TO RIDICULOUS LEVELS. Which allows the monster to last longer, thus almost guaranteeing an accidental kill somewhere when a PC stands in front of it for two rounds in a row.

3) I CHEAT. Um, no.

It occurred to me was what I wanted were the feel of some of the best Champions and Deadlands sessions - combat that was a war of attrition, where the PCs were battered and bruised and worried about something other than just dying. Where that last "from Hell's heart, I stab at thee" moment actually took an effort, since they were fighting past bleeding wounds and eyes. Something where the only damage measured wasn't just pure life force, so a stray hit didn't mean instant obliteration.

Like Champions.

Now, champions tracks two types of damage (well, technically four) - which is confusing to the beginner but actually works out well, because a lot of the attacks are stun-only, meaning that they CAN kill you if they're completely ridiculous, but will just knock you unconscious. And even the killing attacks are better handled.

Furthermore, the Champions system has endurance, which means that quite frequently you'll be burning up your own resources to throw power around, adding another strategic resource to be used - yes, you CAN recover part of the stun and endurance that you've taken this combat, but can you afford to blow an action to do it?

And then I thought about it, and the PCs are high enough that I use the Champions system to switch them into, essentially, superheroes. (Don't talk to me about Fantasy Hero; I hate it.) Giving them 15 points per level means that Ardenal, the highest PC, would be 285 points - which is goddamn strong, but not insane.

Now, here's the question: Does anyone have any solutions for this problem in D&D - some house rule that adds strategy to the combat and prevents both the "monster always hits" syndrome and the "all damage is killing damage" problem?

PROS FOR CHAMPIONS:
1) It's a more flexible system
2) It brings back a lot of strategy in combat
3) It allows me to throw overwhelming situations at the characters that they have a chance of pulling it out
4) It makes illithids, the main villains of the campaign, really scary - even if they're low-level. (Any experienced Champs PC will know the danger of mentalists.)
5) It allows me to give the PCs a little bit of experience each session, as opposed to the "Wait fifteen sessions and BOOM! You're levelled!" syndrome
6) I finally get to know, once and for all, whether my prized Champions PC Thermal could take my gaming group. (Answer: Yes.)

CONS FOR CHAMPIONS:
1) I have to convert all existing monsters and NPCs into a new system (but at least it's one that I know well). THIS IS A LOT OF WORK.
2) The players - specifically my wife, who never reads a gaming manual, and George, who would be starting from scratch - would have to be retrained in one of the most complex systems out there.
3) Adjusting the power level for the ridiculous mages and clerics will be really really tough, making them less flexible - and ultimately, less powerful. (Alternatively, they could use a power pool, but unless you REALLY know the system well - and I don't think even Jeff knows it THAT well - it's impossible to do on the fly.)
4) Magic items are, as usual, fucking stupid in Hero rules.

So I ask you: What works? Does anyone have any house rules for high-level campaigns that add some strategy to combat aside from "Oops, you die or I lie"? Or do you have any other advice? (Feel free to suggest Your Favorite System, but be warned that I am not likely to buy $200 worth of books to become an expert on a new system from scratch.)

Thanks in advance.


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Just a biased opinion
(Anonymous)
2003-05-23 06:38 am UTC (link)
Personally, I prefer to run a Shadowrun game to any of the fantasy setting games out there. I love the whole system (third edition mind you, second was sluggish and dull), and I've had some really great RP sessions based on the fact that PC's got the shit kicked out of them. With Cyberware, Medics like Docwagons, and Magic to boot, there's a lot fo things you can do for a party that's doomed to be massacred. They could get shot to shit and still only end up with a week or two in some seedy hospital, and now (YAY) I have a story hook as they try to pay (or shoot) their way out of the Bill.

(Reply to this)(Thread)(Expand)

Re: Just a biased opinion - [info]shawnj, 2003-05-23 06:47 am UTC (Expand)
Re: Just a biased opinion - [info]theferrett, 2003-05-23 07:32 am UTC (Expand)
Re: Just a biased opinion - [info]shawnj, 2003-05-23 07:37 am UTC (Expand)
Re: Just a biased opinion - (Anonymous), 2003-05-23 09:27 am UTC (Expand)
Re: Just a biased opinion - furloph, 2003-05-27 06:09 am UTC (Expand)

[info]shawnj
2003-05-23 06:44 am UTC (link)
I just got done playing in a high-level Fantasy Hero game, and it ran *beautifully*.

Heh, and you're right about illithids. Short story:

My character is a spell designer, and specializes in void magics. We were travelling through the astral space, when we came upon a group of illithids. Um. Yeah, so they took out everyone but me in one hit (AOE), and I'm left to cast my Invisibility to all groups no fringe spell. I slowly whittle away at the things (the only things I can do are push them around, blind them, and entangle them since I didn't have any offensive spells really), and get them to think that they're being attacked by something huge that they couldn't see. If it weren't for me the whole party would have been geeked, by just two of them (a group of five 300pt characters I should add).

I'd refer you to [info]apeiros for advice about conversion. I don't know if he'd be up to give you some pointers, but you could toss him an email.

(Reply to this)


(Anonymous)
2003-05-23 06:51 am UTC (link)
Wasn't it Gary Gygax who said "The best DM's don't roll dice"?

Therein lies the maxim "Use your experience to create the best situation". If you think that throwing someone to the floor and stomping on thier neck is an agility/strength thing - allow them to roll for it, and apply damage mods as you see fit. It might mean a little invention, and some creative math - but ultimately it prevents you and your crew from a lot of work learning the intracsies of a whole new system.

Remember - its not cheating - its being creative and realistic.

Keith (Eben)

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(no subject) - [info]theferrett, 2003-05-23 07:11 am UTC (Expand)
(no subject) - [info]ronin_kakuhito, 2008-03-11 04:43 pm UTC (Expand)
We're still using d20
[info]frito_kal
2003-05-23 06:52 am UTC (link)
I just switched the campaign gradually to high-social and strategy based goals, rather than just Kill the Monster goals.

(or, in online terms - we're Mushing now, not Mudding)

Combat is still there - but most of the expierence is given from figureing out some socio-political stuff, or resolving a conflict that doesn't require beating on things.

I houserule expierence - achieving certain goals lands expierence, rather than just offing the Pit Fiend (granted, that got the party expierence, but that's due to getting rid of it in a truly unique manner) (The party cleric wrestled it, had Dimensional Anchor cast on him, and then grappled it through a Gate spell cast to Carceri. It was highly amusing. And required use of a great many Stength boosting spells that the party had previously spent a session in-character seeing what they could and could not stack.)

ANYWAY, I digress.

I've got a 13th level party - and I'm running out of creative monsters - so I stopped making them in gross numbers, and just started pushing the politics and religious and social machinations on them.

(Reply to this)(Thread)(Expand)

Re: We're still using d20 - [info]theferrett, 2003-05-23 07:30 am UTC (Expand)
Re: We're still using d20 - [info]frito_kal, 2003-05-23 07:34 am UTC (Expand)

[info]blairwitchgreen
2003-05-23 07:03 am UTC (link)
Ferrett, I'll chime in with my thoughts and the caveat that 1) I have very little experience with d20/D&D 3rd edition as of yet (our gaming group has just started it up a month ago) and 2) I have little experience with ultra-high level campaigns (we usually retire our characters in the mid-teens and start anew).

Anyway, while reading over your post this particular piece struck me as possibly the root of your problem:

at high levels, the armor class doesn't scale without ridiculous magical items that I refuse to use

If the system is designed to incorporate these "ridiculous" magic items to boost AC to match up with the scaled up bonuses to hit, then naturally when you put a self-imposed restriction on defense then offense is going to get overpowered. It seems to me the solution is either change your stance and allow the AC boosts through Magic to work as intended, or to manually restrict attack bonuses.

At any rate, I think most fantasy rpgs break down at ultra-high levels because, well-- the characters are god-like in power, and gods break the rules, or operate outside of them. When gods brawl it's not pretty, there's devestation all around and sometimes it's over quick and dirty. You're not going to get the same tension and satisfaction of lower-level combat when everyone weilds the equivalent power of nuclear weapons.

I'd seriously recommend broaching the possibility of retirement for these characters and start up a "next generation" campaign, maybe 10 years later with the current characters as major NPCs that are role models for the new 1st level dudes.

Bennie

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(no subject) - [info]theferrett, 2003-05-23 07:25 am UTC (Expand)
(no subject) - [info]randakar, 2003-05-23 09:38 am UTC (Expand)
Dare I suggest it?
[info]neorxnawang
2003-05-23 07:04 am UTC (link)
I could actually do fine with HeroSystems. I played Champions regularly all through high school and for three years straigth basically every week through college (the same character all the way through college, a female superspeedster named Spitfire).

There's not enough Knockback in D&D. Spitfire had many levels in Move By and a superspeed multipower slot that allowed her to do extra knockback on a move by due to the high momentum she struck with). I had her completely statwhored. But Mentalists and Intangibles and HighSpeed Characters are broken triumvirate of HeroSystem--you are either tuned to deal with them or they own you. Champions does NOT get around the issue of he who moves first owns, it makes it worse.

Dave (my Champions GM). You enter the room and see Dr. Destroyer.
Spitfire: Yawn. On 1s, I Move By and activate my Increased Knockback, shouting "You Bastard! You Son of a Bitch! You'll pay for killing those people!"
Dave: Roll, you hit. Dr. Destroyer's head snaps back and he flies 6" into a bank of machines. Sparks fly from severed cables. He starts to get up.
Spitfire: On 2, I go intangible (which in game terms was moving at superspeed in an evasive pattern; I bought it down with does not stop area effects but bought up with immune to mental effects).

The highlevel thing is a conceit of D20. Ars Magica (remember that system)? goes completely the other way. GURPS might work.

Actually you should consider this: Although the PCs are highpowered we lack much in the way of magic items. Look at your typical sourcebook for high level PCs. They have ACs and saves out the ass because they have magic shit that beefs them up. We don't. All of our ACs are really pathetically low compared to what we fight.

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Re: Dare I suggest it? - [info]theferrett, 2003-05-23 07:20 am UTC (Expand)
Re: Dare I suggest it? - [info]theferrett, 2003-05-23 07:35 am UTC (Expand)
Re: Dare I suggest it? - [info]neorxnawang, 2003-05-23 07:57 am UTC (Expand)
Re: Dare I suggest it? - [info]shawnj, 2003-05-23 07:26 am UTC (Expand)
Re: Dare I suggest it? - [info]neorxnawang, 2003-05-23 07:56 am UTC (Expand)
Re: Dare I suggest it? - [info]theferrett, 2003-05-23 08:02 am UTC (Expand)
Re: Dare I suggest it? - [info]shawnj, 2003-05-23 08:08 am UTC (Expand)
A point of order, or maybe disorder:
[info]ross_winn
2003-05-23 07:20 am UTC (link)
this is the classic realism argument in rpgs, and while I respect your opinion very much I must say that I feel the logic is pretty flawed. In my opinion the games exists to reinforce the paradigms of the game, not the paradigms of the real world.

While I agree that Hero does offer a lot to any game of either heroic or superheroic scope; at the normal level the game is a dog with three legs. Sure it can move along, but something is obviously missing.

Now I don't know which iteration of D&D you are playing, but the Epic D&D3e Is a much more fulfilling and intricate system than any previous iteration; and again this is my opinion.

The Cyberpunk 2020 version of Interlock is still the most straightforward and balanced game to me. It looks to both 'realism' in the game world, and 'heroic' in the story world. I would also tell you my opinion of Shadowrun, but I don't want to start a fight.

(Reply to this)(Thread)(Expand)

Re: A point of order, or maybe disorder: - [info]theferrett, 2003-05-23 07:28 am UTC (Expand)
Re: A point of order, or maybe disorder: - (Anonymous), 2003-05-23 07:44 am UTC (Expand)
Re: A point of order, or maybe disorder: - [info]theferrett, 2003-05-23 07:55 am UTC (Expand)
d00d - [info]ross_winn, 2003-05-23 09:08 am UTC (Expand)
Re: A point of order, or maybe disorder: - [info]baronbrian, 2003-05-23 07:54 am UTC (Expand)
2020 - [info]ross_winn, 2003-05-23 09:14 am UTC (Expand)
Re: 2020 - [info]baronbrian, 2003-05-23 09:37 am UTC (Expand)
How about you just stop ramping up the bad guys?
[info]zoethe
2003-05-23 07:40 am UTC (link)
Early on in this we were almost killed by a couch. At that point you realized that just because the books *say* we should be able to handle characters at __ level, that doesn't mean they are right.

I'm not saying that it has to be chainsaws and bunnies, but you should be able to do the math pretty easily. If Ardenal can't hit the thing rolling a 19 with her +23 attack, then either revise the monster or throw him out.

I agree that it's not fun only being able to say "I stab at it" over and over. And never being able to evade anything. Battle has become tiresome and stressful, not enjoyable, because it's continually, hey, you're almost dead.

Taking the ship was fun because not just because it was easy. Even if they had been a little tougher it would have been fun because Buffy moves accomplished something. It's our world and it's not like we will have any real effect on anyone else. You don't have to play directly by the rules in the book. Ramp down the challenges. There are no RPG police to stop you.

(Reply to this)(Thread)(Expand)

Re: How about you just stop ramping up the bad guys? - [info]theferrett, 2003-05-23 07:52 am UTC (Expand)
Re: How about you just stop ramping up the bad guys? - [info]zoethe, 2003-05-23 08:50 am UTC (Expand)
Re: How about you just stop ramping up the bad guys? - [info]theferrett, 2003-05-23 09:01 am UTC (Expand)
Re: How about you just stop ramping up the bad guys? - [info]zoethe, 2003-05-23 09:30 am UTC (Expand)
Re: How about you just stop ramping up the bad guys? - [info]theferrett, 2003-05-23 09:52 am UTC (Expand)
Re: How about you just stop ramping up the bad guys? - [info]shawnj, 2003-05-23 09:59 am UTC (Expand)
I'm Trapped! - [info]theferrett, 2003-05-23 10:50 am UTC (Expand)
Re: I'm Trapped! - [info]zoethe, 2003-05-23 12:00 pm UTC (Expand)
Because I'm Bored: Minos, First Draft - [info]theferrett, 2003-05-23 11:59 am UTC (Expand)
Re: Because I'm Bored: Minos, First Draft - [info]tgape, 2003-05-24 11:19 pm UTC (Expand)
Re: Because I'm Bored: Minos, First Draft - [info]neorxnawang, 2003-05-25 07:20 pm UTC (Expand)
Re: How about you just stop ramping up the bad guys? - [info]lordkiev, 2008-03-11 05:23 pm UTC (Expand)

[info]lex_sama
2003-05-23 07:58 am UTC (link)
One of the reasons I loved Trinity/Aberrant was that characters developed slowly and getting a powerful character took a long time, and characters were also very hard to kill. Especially in Aberrant where health levels really started to stack.

Anyways, I DM a lot but never reach higher levels. Characters just become ridiculously powerful. In my next campaign, one of my goals (besides revamping the D&D magic system which I despise very much) is to cut all experience point gains from killing monsters in half. That way the campaign lasts longer, because before, we would go from level 1 to level 6 in no time at all, and from there we went even faster because we were confident in killing anything thrown at us. But with the XP reduction, perhaps the players will turn to the other forms of XP gaining I set up, like social factors and comleting missions requiring skills.

I say introduce enemy creatures that have to be killed without weapons, or a creature with a great weakness that is otherwise greatly defensive...or a creature with ridiculous AC but pathetic attack power, and see how long it goes. Basically, something other than normal hack-n-slash. I don't know the details of your setting or adventures, but this seems to be the problem from what I've read.

That's my advice. Like I said, I'm not experienced with higher levels campaigns. We always end our characters and start new campaigns because at higher levels it becomes difficult for a DM to handle the complex battles. The only exception was the first RP we ever started, which lasted over 5 years (since 6th grade!)...it was only recently laid to rest.

(and will soon be revived in secret, but I'm not telling the players that...)

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higher level challenges - [info]nanogibbon, 2003-05-23 01:51 pm UTC (Expand)

[info]othercat
2003-05-23 07:59 am UTC (link)
(Delurking)

When I was still gaming,(The game was D&D) our dm had a "damage" table set up, in order to find out where you were hit, describe how badly you were hit, and if you were disabled badly enough that you couldn't fight. It worked pretty well, and took some of the blood and thunder out of the combat specialists in the group. "No El, you *can't* fire your bow this round, your arm is *broken*..." :>

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Magic too long.. - (Anonymous), 2003-05-23 08:15 am UTC (Expand)

[info]dragonattack
2003-05-23 09:07 am UTC (link)
Throwing down my two cents... Because I can see the problem, and have faced it, as a player and a GM. One way to offer a compromise is to come up with interesting settings that can affect the combat's flow and give people circumstancial bonuses or penalties, and allow for indirect attacks. That's one thing D&D lacks as opposed to 7th Sea and Feng Shui (Sp?). You can have the Red Dragon fight in an ice cave, where he keeps melting things with his breath and body heat, dropping debris on himself and the PCs... Or you fly him through a waterfall, causing his breath weapon to stop functioning for a bit... but make the PCs think this stuff up... or have the white get stuck for a moment as it freezes the waterfall... just because there's no drawback listed in the Monster Manual, you're more than welcome to add them for flavor. I think that terrain can make a huge difference. Also, stalactite hide and seek is a personal favorite. Just going toe to toe with a monster gets you killed... But smart play from the players can make things better for both DM and players. You can also set up a trap adventure, where there is still the life--or-death-in-the-balance feel, but you can create situations where they are supposed to choose their own destiny, instead of dice. Also, remember that boatloads of little monsters can be fun as well. 10 Bugbears become a CR 10... so 150 of them can get to the point where they can actually do something useful and annoy the PCs by numbers alone... Especially with poisoned weapons, spellcasters, magic items, special abilities... Now, D&D is made for power gamers... no two ways about it... so the dificulty at higher levels becomes keeping the party's magic items at level with the powers of the PCs. Also, you can use NPCs as villains, making the playing field more level, and using prestige classes for flavor... In summary, let the players use their heads to think around monsters some of the time, and consider a setting like 7th sea or Feng shui... they have different feel and rules, mind you, but some of the basic premises can be adapted to enhance enjoyability of the game in the D20 system

(Reply to this)(Thread)(Expand)

(no subject) - [info]theferrett, 2003-05-23 09:15 am UTC (Expand)
Re: - [info]dragonattack, 2003-05-23 09:28 am UTC (Expand)
(no subject) - [info]ronin_kakuhito, 2008-03-11 05:01 pm UTC (Expand)

[info]mattwolf
2003-05-23 09:26 am UTC (link)
Sounds like you have a case of the high-level GM blues! Many's the time I hadmy party go try to negotiate with dwarves to give me valuable time to correct a massive power problem on one side or another.

Not to hype another system too much, but you might look to GURPS for your conversion needs. I think they even put out a book of nothing but conversions from other systems (sadly, it's been a while since my local hobby shop carried anything but model trains, magic cards and those damnable Warhammer miniatures) and that would just be one book,rather than at least two.

GURPS is great for 'quickie' games, BTW.

(Reply to this)


[info]silentounce
2003-05-23 10:04 am UTC (link)
too bad i don't live in cleveland anymore

do you know any gamers in San Diego?

how's the gaming going in cleveland?

i grew up in mentor

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(no subject) - [info]theferrett, 2003-05-23 12:29 pm UTC (Expand)
I've DM'ed a long time
[info]control6
2003-05-23 10:31 am UTC (link)
in a lot of diff. games (primarily AD&D, shadowrun, etc.) and have run many high level games so I'm speaking from experience. There are a number of ways to level the playing field (anti-magic shell comes to mind as a fav.). Instead of having only the dragon you could have the dragon and 20 ogres, this means that the party will have to deal some with the ogres to get to the dragon and if pressed the dragon wont think twice about destroying his own henchmen to get to the party members. I once had 6 high level NPC's grouped together as villians, all mages apparently, but one was actually a fighter that had been given a ring of spell storing and some magical def. instead of armor. After they hit the party with a few spells the fighters broke for the mages to engage them only to find that the one 'mage' beat the shit out of one of the fighters with a staff. I've used monsters that could only be kill ed by certain means but didn't do a lot of damage (4att/rd and 18HD to hit plus a bonus but only 6d4 damage), after the party finally beat it down and discovered that it couldn't be kill that way they had to go on an adventure to find out how it could be killed. One group I DM'ed for had a mage in it that had the worst luck on hp rolls, she ended up with 63hps while the two primary (and lower level) fighters had 212 and 189hps. I had a bad time with traps and monsters with that one, any trap that would seriously wound a fighter killed her and then some.

(Reply to this)

Skinning this cat...
[info]force_of_will
2003-05-23 11:03 am UTC (link)
My experience, and it's been a while for any RPG, is much like Bennie's. We found that high level D&D broke and somewhere after passing 10th level we'l basically go the retire route.

But I find your layout of the problem interesting and on the mark. Rediculous stuff happens in high level D&D combat and it happens fast...

It obviously seems that you are pretty well set in switching systems and the switch you suggest seems valid...but if you wanna stick with D&D it seems that they have failed to scale their HP's properly. If you want combat to last five times longer so that includes more action, more rolls, more spells, more situations, the simplest fix is to add on a multiple of hitpoints. Characters with 80 HP's now have like 400 and a Dragon might have 750...and your fighters sword is still going to do like D12+10 and so forth.

This would warp magical effects that don't do damage like as an example Power Word Kill but I think that would be the price.

Will

(Reply to this)(Thread)(Expand)

Re: Skinning this cat... - [info]theferrett, 2003-05-23 12:27 pm UTC (Expand)
Re: Skinning this cat... - [info]force_of_will, 2003-05-23 05:47 pm UTC (Expand)
Re: Skinning this cat... - [info]theferrett, 2003-05-24 10:09 am UTC (Expand)
Re: Skinning this cat... - [info]force_of_will, 2003-05-24 10:57 am UTC (Expand)
For what it's worth...
(Anonymous)
2003-05-23 11:13 am UTC (link)
I've played in a system where a PC with 20% of original HP left was unable to fight without a CON check. At 10% of HP it's half con. At 0 they were unconscious with a d6 damage per round for blood loss. (Bind wounds by another player to stop the bleeding.) At -20% original HP, the player is dead. (Mostly dead... i.e. The Princess Bride type of dead. Time limits on clerical healing, that type of thing.)

Damage and to-hit being out of wack is difficult. I tend to look at how many hits to the toughest (or weakest) character should it take to kill and adjust damage accordingly. i.e. if you think it should take three hits to kill in your example, make the damage 6d10 regardless of what the book says or divide damage dealt by 2. To increase AC for players, add dex or half dex, half con. Another option is a renewable source of Health. i.e. "You were at 102, but now you're at 27. If you withdraw and concentrate on your Icon of Delectable Deliverance, it will restore 20 HP per round. What do you do?" Does the party have a cleric that can provide a little love at the appropriate times?

Fighting should be more about positioning, deception, and teamwork then full frontal assault when fighting extremely difficult foes. Fighting Dragons should not be about HP and ACs. How can you hit the dragon without being killed? Who will distract the dragon so that someone else can sneak in a blow? What can you do to provoke it into making a mistake? What weaknesses have you learned by researching the area, through interactions with the dragon, others, and what has and hasn't worked the first six or twelve times you've interacted with this dragon? (Do you remember that time you projected the illusion of a Giant Hydra attacking from above and the flinched? If I throw this cannister of Hydrochloric Acid and Joe can hit it with an arrow, we might be able to slow him down enough for Bob wearing that cloak of invulnerability to etc. etc. etc.) Big Bad Guys tend to disappear when the going gets tough... Besides, if it's all about,"I attack!!" then maybe your PCs SHOULD die...

- Dan

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Re: For what it's worth... - [info]theferrett, 2003-05-24 10:15 am UTC (Expand)
Re: For what it's worth... - [info]theferrett, 2003-05-24 10:17 am UTC (Expand)
Re: For what it's worth... - [info]tgape, 2003-05-25 07:45 pm UTC (Expand)

leftahead
2003-05-23 12:07 pm UTC (link)
Hey-

You shuld give 'Mutants & Masterminds' a look if you haven't already. It addresses some of these problems reasonably well, though it does so by jettisoning Hit Points.

The other thing to think about is having your players make 'Defense Rolls' that you let them stack ala Deadlands when they get 20s, rather than defaulting to AC. They can always 'Take 10' to go with their regular AC in a fight, but the randomness can add some excitement to the standard back-and-forth.

Champions is a *jarring* transition from D&D, though. It sounds like you've got experienced gamers, though, so they ought to be able to handle it. The most significant difference between the two systems, IMO, is that *everything* is incremental in Champs, including advancement (which I happen to actually *like*), though you can address that by awarding XP on a sporadic basis rather than every session if you like the level-advancement feel of D&D.

-Lefty

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(no subject) - [info]theferrett, 2003-05-23 12:21 pm UTC (Expand)
(no subject) - leftahead, 2003-05-23 12:26 pm UTC (Expand)
(no subject) - leftahead, 2003-05-23 12:26 pm UTC (Expand)
System Adjustment
(Anonymous)
2003-05-23 12:39 pm UTC (link)
I've played 3 systems fairly consistently over the years (I started with AD&D when it first hit the shelves and my first DM was using the original D&D small books wehn he taught me how to play, I picked up Champions when it first came out, and I played Runequest as well).

I have not found a system that works as well as Champions for customizing characters.

My group liked Fantasy Hero as well, but Champions was liked better.

I played the most Champions is my very late teens to mid-twenties with MD, Phd, EE, and other such educated people in my group. They were stat tuning whores (especially the MD) and I had to audit and adjust their sheets reasonably often.

The biggest advantage to the Hero system is that I could customize the villains to be a threat to the party. Another set of characters might have been able to wipe the floor with my villains, but they gave my set of PC's a real hard challenge.

I found Runequest scaled the best at higher levels of play. Runelords still were able to be killed, but they also had the right level of "kick-ass". The problem with Runequest is that it is difficult to take a d20 character and just convert it.

I'm a long-term member of the SCA and Runequest always seemed to be the "best" system for hand-to-hand combat. It just felt right.

AD&D and d20 all broke down when the characters went over 16th or so level.

The way I made the AD&D campaigns worked was realizing that when a character gets that high, they are so special that they are the "superheroes" of whatever world they were in. I shifted focus to their holdings and henchmen and the sessions became more roleplaying than "hack 'n slash".

I ran campaigns using all three systems for over 10 years each.

My groups favourite system (the one they requested the most) was Champions.

The campaign that had the most stories and long-term nostalgia was Runequest.

AD&D/d20 was good for less rules intensive fun and good when different groups got together because everyone knew D&D or could pick it up in 1/2 hour whereas Runequest and Champions had a much steeper learning curve.

I would suggest Champions and Fantasy Hero is probably your solution.

Michael

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Re: System Adjustment - [info]theferrett, 2003-05-24 10:19 am UTC (Expand)
Re: System Adjustment - [info]ross_winn, 2003-05-24 12:46 pm UTC (Expand)
seems like no one is listening:
[info]ross_winn
2003-05-23 01:32 pm UTC (link)
If I understood you issue correctly, and I think I do, no system that requires any GM fiat is acceptable to you. If that is the case no system extant will solve your problem.

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Re: seems like no one is listening: - [info]theferrett, 2003-05-24 10:35 am UTC (Expand)
the importance of balance - [info]ross_winn, 2003-05-24 12:41 pm UTC (Expand)
Re: the importance of balance - [info]theferrett, 2003-05-24 12:48 pm UTC (Expand)
Re: the importance of balance - [info]ross_winn, 2003-05-24 12:53 pm UTC (Expand)

[info]kibler
2003-05-23 02:46 pm UTC (link)
i just play LARPs. no messing around with to-hit rolls or saving throws or trying to spice up boring dice rolling combat - if i hit you, i fucking hit you, and that's that. of course, there are uber-problems with LARPs too, but they're actually fairly simple to get around...

i imagine that's not really an option, though. ;)

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(no subject) - [info]theferrett, 2003-05-24 10:54 am UTC (Expand)
(no subject) - [info]ronin_kakuhito, 2008-03-11 05:21 pm UTC (Expand)
Help Idea
[info]juggernt
2003-05-23 04:54 pm UTC (link)
As the Giver of XPs, you control the advancement of the PCs. If the system that you want to play breaks down at a particular level, don't get to that level. You certainly don't need to consult The Munkchin's Handbook to award xps. Develop your own scale; make it NOT tied to bashing things. The system you're playing with is flawed; you're not compelled to follow the broken rules. As a matter of fact, Thomas Paine, you have a responsibility to NOT follow them.

Or play Ars :)

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Re: Help Idea - [info]theferrett, 2003-05-24 10:38 am UTC (Expand)

[info]varna
2003-05-23 10:04 pm UTC (link)
My players are all higher level players, but I'm running a White Wolf campaign. However, half of the time, I have to fudge the rules and run it free form. Seems to work better that way, anyway. By now, I (and my players) pretty well know what they're capable of. I'll either fun full-out combat (using the WW Combat Book), if I'm overly concerned about mechanics, or I'll run a free form variant of it. Everyone rolls 1d6 for initiative, then on their turn roll 2d20. 15 and above hits, 20 counts for double. 2 20's is an autokill, 1 is a botch, 2 1's, and you're out for two rounds due to something stupid you did at my discretion (which can get amusing, depending upon how sleep deprived I am). Everyone has 10 points for a sparring session, 20 if it's to the death. Those can be fudged as I see fit.

WAY oversimplified, but it lends itself to actual roleplaying much better, and it allows me to throw things at them on the fly. (No, you've got that massive cut on your forehead and can't see through the blood - you're at an 18 to hit.) However, I also have very strong players, and the group's been running together for around 8 or 9 years together, which is likely a large component of why it works so well.

Either way, I still keep the miniatures out for it. Although I'll never admit that it's because I spent so much time painting them that I hate to just see them all sit in a box.

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(no subject) - [info]theferrett, 2003-05-24 10:42 am UTC (Expand)
My two and a-quarter cents....
[info]mysterg
2003-05-24 05:13 am UTC (link)
Okay, I've played both D&D, as well as Champions (old style, not that Fuzion crap) and I'm willing to try whatever the assemblage wants. I actually think that Champions rules makes it more interesting (knockback is fun, as well as special effects). I just hope it doesn't frag up your game, Ferrett, by causing any conversion problems.

Whatever happens, I'm "game", mainly because the cameraderie and fun are what I'm in for, for all other things, they're FUDGE rules:))

Regards,
Geo

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[info]philpeters
2003-05-28 10:28 am UTC (link)
Well, here's the thing. Your characters' AC's are horribly undervalued if they are pushing 20th level. For an example, take a 15th level cleric with 10 dex...

Plate Armor: +9 AC
Large Shield: +