Talk: Enroth Rules: Characters: Difference between revisions

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Latest revision as of 00:12, 9 February 2011

A point for discussion: Hatred of THAC0

Response to Hatred of THAC0

To understand this better, let me try some examples:

So, for A, say we make Studded Leather be a +3 AC bonus. A Kite Shield is a +1 AC bonus. Therefore, a Goblin with Studded Leather and Kite Shield and a Dex of 15, has an AC of 15. (10 + 3 + 1 + 1)

A Knight with Sword Lvl 3, a Steel Broadsword (+1 to hit), and a Dex of 17 (+2 to hit) has a T of +3 (+1 for sword and +2 for Dex) and an L of +2 (Level Adjustment) so you roll, add +5 (T + L) and it needs to be 15 or higher?

This would eliminate THAC0. Armor would be bonuses rather than negatives.

We could then change Luck to mean base 10. Add character level and adjustments to roll and add spell/effect power to base.

Base = 10 Level = L Adjustments = A Power = P

R + L + A ≥ 10 + P

I'll have to think about Non-Weapon skills more to make a Universal Mechanic for.

I guess I never thought about THAC0 being a bad thing b/c I was never bothered by the math. By working (mostly) with positives it limits the amount of numbers bouncing around in your head.

Take a look at the SRD

You might want to look at the d20 SRD, which uses this basic mechanic. In particular, how it handles saving throws and (to a lesser extent) ability scores and skills. Honestly, if you took the d20 system, ripped out most of it, keeping the bare skeleton, then added in your ideas on classes and magic, I'm guessing the result would be even tighter than Enroth is already. (I'd also keep the weapon speed thing.)

Wordman 04:17, 28 December 2008 (UTC)

Let's try this

I've made a bunch of changes to the Players Handbook based on your ideas and I would like to test it when we get the chance to game again. Take a look at the new information:

1) Created Positive AC adjustments instead of AC values which gets rid of THAC0 and simplfies combat.

2) The only bonuses that are negative are to initiatve which lowers Speed Factor

3) Removed most percentage calculations in Non-Weapon Proficiencies to d20 rolls based on Target Numbers. Skill levels add bonus points to roll to meet trap, secret door, disarming, identify, and repair Target Numbers

4) Changed Saving Throws to Luck and based it on a base 50% Target Number changed by whoever is stronger: the PC or the power of the spell/effect

5) Updated monsters abilities and skill sets

6) Fixed races by removing the limit of some abilities to 17

7) Changed ability scores (removed Exceptional Strength (why did I use it in the first place??), and fixed up bonuses to reflect new applications. I'm still considering the usefulness in game usage of Charisma.