Before the internet was big, it must have been rad as hell to have a DM who subscribed to Dragon magazine. Thankfully nowadays everyone has access to all of the cool sub-rules and extra charts.
Hi Retro! You won the November giveaway! Please check out the drawing video posted 11/26 and send me your full address to my NerdMimic gmail account. Refer to channel page
I seem to recall some systems had hit locations. Some systems are gritty, but they are slow for combat. Other systems are more abstract, but combat is faster. And some are in between. Further, with realistic combat players would start going for headshots, because if you could hit there, the head couldn't take much damage. But what about something less munchkiny, such as aiming at the legs to disable? In a real fight that might be a good idea, but how does a combat system model that when the character is a better fighter than the player is? But hit points is an odd system anyway because for D&D it also includes luck, so at higher levels with more hit points you are not 10 times tougher, but your experience kind of forms this pool that gradually gets whittled down. Why does this matter? Well again, how do you split experience + luck + constitution up into an amount of hit points for just a head, realistically? I'm okay with a few modifiers to hit, and a few modifiers to AC, roll a die and if you hit roll another for damage. I'm also okay with abstracted hit point pools that are not realistic, but make for longer storybook fights. 1st edition D&D was too crunchy.
Somehow I never thought BattleTech was slowed down by the hit location as it was part of the strategy to destroy the legs or the weapons on one side based on the mech model.
What an interesting concept. I will have to try it out with my group next time we get together.
I know other sources do it now, but Dragon Magazine then was a great way for them to test things out!
Before the internet was big, it must have been rad as hell to have a DM who subscribed to Dragon magazine. Thankfully nowadays everyone has access to all of the cool sub-rules and extra charts.
Hi Retro! You won the November giveaway! Please check out the drawing video posted 11/26 and send me your full address to my NerdMimic gmail account. Refer to channel page
@RetroRadical You won the November Prize-please contact me at NerdMimic@gmail.com
Pretty darn neat
@nerdmimic what is your favorite version of DnD (or other ttrpg)?
First Edition AD&D - but for kids the D&D Adventure Begins board game is a great primer!
Always wondered why there wasn't any mention of how to do this. #secret
Neat
I seem to recall some systems had hit locations. Some systems are gritty, but they are slow for combat. Other systems are more abstract, but combat is faster. And some are in between.
Further, with realistic combat players would start going for headshots, because if you could hit there, the head couldn't take much damage. But what about something less munchkiny, such as aiming at the legs to disable? In a real fight that might be a good idea, but how does a combat system model that when the character is a better fighter than the player is?
But hit points is an odd system anyway because for D&D it also includes luck, so at higher levels with more hit points you are not 10 times tougher, but your experience kind of forms this pool that gradually gets whittled down. Why does this matter? Well again, how do you split experience + luck + constitution up into an amount of hit points for just a head, realistically?
I'm okay with a few modifiers to hit, and a few modifiers to AC, roll a die and if you hit roll another for damage. I'm also okay with abstracted hit point pools that are not realistic, but make for longer storybook fights. 1st edition D&D was too crunchy.
Yes. I agree. I played battletech years ago and the armor has different hit points for different areas.
Somehow I never thought BattleTech was slowed down by the hit location as it was part of the strategy to destroy the legs or the weapons on one side based on the mech model.
@@Jay-gf4ff For some reason, it worked well in Battletech, but not in D&D.