Saturday, September 11, 2010

Kicking it around again

Still thinking about what to do about hit points.

I'm down to 2 choices:


#1:  Give a kicker (10, 15 or 20 hit points) either flat, or scaled to size and/or race.  If there's a kicker, then I'd do double damage on a natural 20, and do exploding damage dice (like Savage Worlds "aces").  If I did that, then each weapon would be rated d4, d4+1, 2d4, 2d4+1, 3d4 or 3d4+1, since with exploding dice, a d4 actually does more damage, on average, than a d6.  I'd allow damage from magic spells to explode too.

#2 Stick with my original plan of giving PC classed characters 1 extra Hit Die, and giving large sized monsters d12 dice instead of d8.  Weapon damage would be mostly like standard Ad&d small/medium damage.  I'd still do double damage on a natural 20.

2 comments:

  1. I'd say go with option #2. Savage Worlds aces were basically survivable more because of the Savage Worlds mechanics (armor/toughness, the wound system, and bennies) than anything else. Even with a kicker on it, we'd probably die in fairly short order with option one (though it'd be frickin awesome to one-shot a dragon or giant).

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  2. It's possible to limit the dice explosion too. Hackmaster imposes a -1 damage each time the die explodes. So if you roll d6, get a six, you get an additional d6-1 damage, if you roll a 6 (counts as 5), you get a further d6-2, and so on.

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