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Rules Nugget (D&D): Real Hit Points for Real People

Intro: "Can I have some real hit points, please?"

As we all know, D&D has that "hit point thing" going on. I'm not here to put it down or even debate it. In fact, I'm fine with D&D hit points as some opaque, totally unrealistic luck-plus-heroics-plus-partial-defense cinematic furball, as long as the game presents it as such, and players accept it as such. I wouldn't design a new game, even a cinematic fantasy one, using hit points in the same way, true – but still, where's the harm?

It's hard, though, to like the tremendous disparity in hit points, especially at first or second Level. Any "normal" human, even a beginning PC (hero material, mind you!), is quickly dispatched by anything resembling combat. Even, infamously, a tussle with a house cat.

When I heard years ago that D&D 3rd edition was coming, I had a small idea for making low-Level hit points more palatable. Now, I'll admit I'm way out on a limb with this one. I haven't even played D&D since its "Advanced" days, and for all I know, my "suggestion" below is already widely discussed (and debunked?), or house-ruled, or even an official part of some other d20 offerings. And it's only an idea for a rules nugget, needing fleshing out by an actual D&D player. Read more...

Game design musing: It's About Time (Part III)

Part 3 of 3. If you thought the articles were geeky before, be warned: it gets worse here. Read more...

Game design musing: It's About Time (Part II)

More on the subject of attack time and pacing in RPG combat systems, focusing on a couple of old home-brew efforts.

Continued from part I: http://www.gamesdiner.com/about_time_part1

On to another round of writing. I planned to wrap this up, but it looks like there's going to be a Part III as well. (One note: With occasional digression, I'm discussing melee, not ranged, combat.) Read more...

Game design musing: It's About Time (Part I)

Combat!

Gear up, spelunkers! It's time for a dizzied descent into the dankest depths of game-design geekdom.

In a very old blog post (http://www.gamesdiner.com/game_design_musing_0), I briefly pondered the topic of action pacing – especially combat pacing – in RPGs.

Below are some thoughts on how three major game systems tackle the topic. Read more...

GLAIVE Weapon Design System for the d20 System

d20 version and article by Tail Kinker ( http://tailkinker.batcave.net )

Based on GLAIVE, by Tbone.

Call me a traitor. I don't care. I've grown to really like the d20 system. Doesn't mean I've given up on GURPS. Far from it; my GURPS library remains central to my gaming needs. Not just for running, but as a bridge to other systems – like d20.

But the weapon system for Dungeons and Dragons is just plain dreadful. So here I go, trying to update it.

This system will not faithfully reproduce the weapons from Dungeons and Dragons, but if used consistently, will give a good play-balance while fixing some of the more painful moments in game play. Read more...

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