Quote:
Originally Posted by Enpeze
Double+ PC hitpoints like I suggested or a Fate point model ala WFRP.
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I don't like systems that give the PCs unfair advantages over NPCs - that makes them into bullies, not the heroes they should be. Doubling their HPs would do that - just like D&D (spit). I don't know how FPs work in WFRP, but I wouldn't be keen on allowing story-fiddles or re-rolls or 'get-out-of-death free' cards. Would the players stand for it if the NPCs did that too?
Quote:
Originally Posted by Atgxtg
Without some sort of active defense against missile attacks we'll have problems.
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Some variation on Dodge/Defence seems to me to be the way to go. It can always be ascribed to 'luck', even if 'gods' don't exist in the genre.
I currently use a skill (called 'Defence', but not working quite like the old RQ2) which is a percentage chance to avoid any damage from melee/missile/magic (or at least 10hp worth of it). And the 'skill' increases only via ticks for role-playing, so that's how PCs
can get better at it than the NPCs. Obviously it's chancy and unreliable below 100%, so I'm not sure about it. But maybe that's a good thing. Any better ideas?