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

Achilles and Cat

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)

Combat!

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)

Combat!

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 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

Weapon rack png

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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