i cannot stop thinking that you just literally doubled up the characters HP for sake of them never dieing !
The second version of the 'Boromir Rule' is way, way simpler, fits better, and is overall not nearly as ridiculous. Definitely, the solution is not to effectively double everyone's HP. The second version instead uses a 'Vitality' stat which is your total CON score that acts as the buffer zone between being 'functionally fine' and 'badly wounded' and acts as a check against just being taken out of play for who knows how long due to the nature of PBP.
Yes, the purpose is to give players more chances to stay standing, but only in the context of PBP, where not only can I not fudge dice rolls but being knocked unconscious in forum RP could mean being totally out of play for days or possibly weeks. That's no fun.
This is discussing and testing homebrew rules. How is that not relevant? The way you can really test whether rules will be a good addition to a campaign is to actually playtest them, not by arguing back and forth without any actual play involved.
So, because you beat the 'learning curve' by 3, that's 3 skill points Sorci earns, and now has 3/30 skill points towards a +1 proficiency in acrobatics.
Sorci manages to get the hang of staying relaxed despite her repeated splashes into the cold water fairly quickly, but the dips are starting to take their toll on her. When Sorci is shivering and drenched but still manages to fall properly, Scarra is satisfied that they can begin practicing on solid ground after she gets dressed and warms up.
Roll a CON save, DC 17. Failing means that Sorci can't train any more today and will have level 1 exhaustion.
Rollback Post to RevisionRollBack
DM, professional illustrator and comic artist, suffering from severe spinal stenosis, married, middle aged, and nerdy.
i cannot stop thinking that you just literally doubled up the characters HP for sake of them never dieing !
The second version of the 'Boromir Rule' is way, way simpler, fits better, and is overall not nearly as ridiculous. Definitely, the solution is not to effectively double everyone's HP. The second version instead uses a 'Vitality' stat which is your total CON score that acts as the buffer zone between being 'functionally fine' and 'badly wounded' and acts as a check against just being taken out of play for who knows how long due to the nature of PBP.
Yes, the purpose is to give players more chances to stay standing, but only in the context of PBP, where not only can I not fudge dice rolls but being knocked unconscious in forum RP could mean being totally out of play for days or possibly weeks. That's no fun.
the thing i ahve a beef with ion everything about giving more hp to players, is that its just extending the actual ruling of what HP already is.
HP is already how much punishment your character can take before its too late. so adding more hp to them by adding say their constitution as a below cap, is literally just adding more hp to them. even if you start adding more problems to that limit, it is still just more hp to your players. they wont see it as danger zone, they will see it we're still fine as long as i dont go unconscious.
examples of that has been seen in pathfinder, d&d 3e and 3.5, 4e and now 5e with death saves... if your goal is to give them big unhealable damage, then just do so. you don't need to give them more hp. i will understand that first level is get killed or not, and thats why peasants don't go fighting people... they are too squishy. thats the point of first level. it is your beginning career, you should be squishy.
all i see is that you are giving them more HP and thus you are just extending their lives for sake of extending it.
i started using the a homebrew injury table, they get injuries by critical hits or fumbles, but nothing too big like severed head like many people like to use. my players now have a fear of dieing randomly and thus have started thinking before just jumping into the line of fire and thinking... hey i still got 50 hp left so i will be fine.
Rollback Post to RevisionRollBack
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
the thing i ahve a beef with ion everything about giving more hp to players, is that its just extending the actual ruling of what HP already is.
i started using the a homebrew injury table, they get injuries by critical hits or fumbles, but nothing too big like severed head like many people like to use. my players now have a fear of dieing randomly and thus have started thinking before just jumping into the line of fire and thinking... hey i still got 50 hp left so i will be fine.
That may be fine for a tabletop, in person game and a session where things can go quickly, but this is for Play By Post, where you may be waiting a day or two for everyone to make their posts. If you got an unlucky roll and end up unconscious through no fault of your own, you could be waiting for days or even weeks before being brought back up to your feet. This isn't about just keeping players from getting killed, it's to keep them ENGAGED IN PLAY and not waiting for days on end until they get to post again.
So yes, I made rules that add just a little more of a buffer zone so players have a chance to fall back after taking a serious, debilitating wound instead of just falling on their face and taken out of play. This isn't about players vs. DM, this is about everyone staying engaged as much as possible and not losing interest in the thread because a fight in PBP can take daysto resolve by itself.
This is for player longevity in the context of Play By Post ONLY.
This post has potentially manipulated dice roll results.
Con save would be +3, I believe: 18.
DnDPaladin, take a look at the Vitality Unearthed Arcana optional rule, will you? It's a great example of adding some more HP to a character, with more penalty than gain. Unless you fight exactly one fight and then rest for a week, this "extra HP" will only make things harder as you go, to the point when you're forced to take a week's rest, or die (unless you've been careful). More HP isn't always 'good'. It all depends on the meaning behind it.
i cannot stop thinking that you just literally doubled up the characters HP for sake of them never dieing !
Yes, the purpose is to give players more chances to stay standing, but only in the context of PBP, where not only can I not fudge dice rolls but being knocked unconscious in forum RP could mean being totally out of play for days or possibly weeks. That's no fun.
No, you can’t fudge dice rolls but you can fudge AC, hit points, morale, etc.
This post has potentially manipulated dice roll results.
Sorci feels like she can keep training, now that she's got a grip on resisting the urge to tighten up when she loses her vertical base. Scarra gives Sorci a pat on the back and gives her time to dry off and change. They then move out to the landscaped garden out back behind the inn. "Well, you got through that pretty spectacularly, I'd say! All right then, if you can handle that, let's move onto solid ground." she says. "The theory doesn't really change, though you will feel more of an impact, of course, the key is still to try and take the fall across your shoulders and arms, throwing them out before your body hits the ground while staying relaxed. Trust in your body's ability to absorb the impact without injury." she says. "This time, I won't push you. Just fall back on your own time." (Given the game rules currently, it's 'impossible' to learn a new skill, so the 'teacher's roll' should subtract from 30 instead of 25, so a bad roll from the teacher could potentially screw up the entire training period, which, yeah, does happen in real life if a teacher isn't able to get across what they're trying to teach effectively. Also, do you think it would make more sense if rather than the full ability score AND proficiency bonus, the teacher's proficiency alone is subtracted from 30? Let's try that. Scarra's teaching roll: 5
Learning curve: 10.
Sorci needs to 'hit' 10 to win more skill points towards gaining proficiency in acrobatics.
I think that the one doing the teaching should be using just their proficiency bonus to add to their teaching roll because they're teaching technique, while the ability score bonus would represent natural talent, which cannot be taught, so the teacher sets the 'learning curve' to 30 minus 1D20+3. Seem reasonable?
Rollback Post to RevisionRollBack
DM, professional illustrator and comic artist, suffering from severe spinal stenosis, married, middle aged, and nerdy.
This post has potentially manipulated dice roll results.
(I could be wrong, but if my latest Math test didn't break my ability to calculate, 30-7=23.)
Sorci inhales, filling her lungs to the top, then exhales. Well, worst case scenario, falling from her measly height won't hurt too much. Probably. She spreads her arms wide. "I do wonder, is it really the secret, or are you just enjoying seeing me fall?" But, without waiting for an answer, she tries to fall. 'Relax', she tries to think, though she has to concentrate on not sending her arms forward to stop the fall.
Learning Acrobatics: 20 (+2 Int, +1 Dex).
Varielky
It couldn't do a D20+3? o.O
DM, professional illustrator and comic artist, suffering from severe spinal stenosis, married, middle aged, and nerdy.
The second version of the 'Boromir Rule' is way, way simpler, fits better, and is overall not nearly as ridiculous. Definitely, the solution is not to effectively double everyone's HP. The second version instead uses a 'Vitality' stat which is your total CON score that acts as the buffer zone between being 'functionally fine' and 'badly wounded' and acts as a check against just being taken out of play for who knows how long due to the nature of PBP.
Yes, the purpose is to give players more chances to stay standing, but only in the context of PBP, where not only can I not fudge dice rolls but being knocked unconscious in forum RP could mean being totally out of play for days or possibly weeks. That's no fun.
DM, professional illustrator and comic artist, suffering from severe spinal stenosis, married, middle aged, and nerdy.
wait a minute this thread is not a disscusion
please move this thread to the play by post forum
Oops, fixed now.
It is testing the result of a discussion. Indeed, this thread is mostly meant for our campaign.
Varielky
Fair enough though I would prefer if this would be moved to the pbp forum still
This is discussing and testing homebrew rules. How is that not relevant? The way you can really test whether rules will be a good addition to a campaign is to actually playtest them, not by arguing back and forth without any actual play involved.
DM, professional illustrator and comic artist, suffering from severe spinal stenosis, married, middle aged, and nerdy.
it is but all other threads of the same purpose are in the pbp forum
So, because you beat the 'learning curve' by 3, that's 3 skill points Sorci earns, and now has 3/30 skill points towards a +1 proficiency in acrobatics.
Sorci manages to get the hang of staying relaxed despite her repeated splashes into the cold water fairly quickly, but the dips are starting to take their toll on her. When Sorci is shivering and drenched but still manages to fall properly, Scarra is satisfied that they can begin practicing on solid ground after she gets dressed and warms up.
Roll a CON save, DC 17. Failing means that Sorci can't train any more today and will have level 1 exhaustion.
DM, professional illustrator and comic artist, suffering from severe spinal stenosis, married, middle aged, and nerdy.
No, the PBP forum is reserved for PBP campaigns, not rule workshops. We're not actually 'playing' in this thread, we're playTESTING rules.
DM, professional illustrator and comic artist, suffering from severe spinal stenosis, married, middle aged, and nerdy.
the thing i ahve a beef with ion everything about giving more hp to players, is that its just extending the actual ruling of what HP already is.
HP is already how much punishment your character can take before its too late. so adding more hp to them by adding say their constitution as a below cap, is literally just adding more hp to them. even if you start adding more problems to that limit, it is still just more hp to your players. they wont see it as danger zone, they will see it we're still fine as long as i dont go unconscious.
examples of that has been seen in pathfinder, d&d 3e and 3.5, 4e and now 5e with death saves...
if your goal is to give them big unhealable damage, then just do so. you don't need to give them more hp. i will understand that first level is get killed or not, and thats why peasants don't go fighting people... they are too squishy. thats the point of first level. it is your beginning career, you should be squishy.
all i see is that you are giving them more HP and thus you are just extending their lives for sake of extending it.
i started using the a homebrew injury table, they get injuries by critical hits or fumbles, but nothing too big like severed head like many people like to use.
my players now have a fear of dieing randomly and thus have started thinking before just jumping into the line of fire and thinking... hey i still got 50 hp left so i will be fine.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
That may be fine for a tabletop, in person game and a session where things can go quickly, but this is for Play By Post, where you may be waiting a day or two for everyone to make their posts. If you got an unlucky roll and end up unconscious through no fault of your own, you could be waiting for days or even weeks before being brought back up to your feet. This isn't about just keeping players from getting killed, it's to keep them ENGAGED IN PLAY and not waiting for days on end until they get to post again.
So yes, I made rules that add just a little more of a buffer zone so players have a chance to fall back after taking a serious, debilitating wound instead of just falling on their face and taken out of play. This isn't about players vs. DM, this is about everyone staying engaged as much as possible and not losing interest in the thread because a fight in PBP can take days to resolve by itself.
This is for player longevity in the context of Play By Post ONLY.
DM, professional illustrator and comic artist, suffering from severe spinal stenosis, married, middle aged, and nerdy.
Con save would be +3, I believe: 18.
DnDPaladin, take a look at the Vitality Unearthed Arcana optional rule, will you? It's a great example of adding some more HP to a character, with more penalty than gain. Unless you fight exactly one fight and then rest for a week, this "extra HP" will only make things harder as you go, to the point when you're forced to take a week's rest, or die (unless you've been careful). More HP isn't always 'good'. It all depends on the meaning behind it.
Varielky
No, you can’t fudge dice rolls but you can fudge AC, hit points, morale, etc.
Tandor the White, Human Life Cleric
Sorci feels like she can keep training, now that she's got a grip on resisting the urge to tighten up when she loses her vertical base.
Scarra gives Sorci a pat on the back and gives her time to dry off and change. They then move out to the landscaped garden out back behind the inn.
"Well, you got through that pretty spectacularly, I'd say! All right then, if you can handle that, let's move onto solid ground." she says.
"The theory doesn't really change, though you will feel more of an impact, of course, the key is still to try and take the fall across your shoulders and arms, throwing them out before your body hits the ground while staying relaxed. Trust in your body's ability to absorb the impact without injury." she says.
"This time, I won't push you. Just fall back on your own time."
(Given the game rules currently, it's 'impossible' to learn a new skill, so the 'teacher's roll' should subtract from 30 instead of 25, so a bad roll from the teacher could potentially screw up the entire training period, which, yeah, does happen in real life if a teacher isn't able to get across what they're trying to teach effectively. Also, do you think it would make more sense if rather than the full ability score AND proficiency bonus, the teacher's proficiency alone is subtracted from 30? Let's try that.
Scarra's teaching roll: 5
Learning curve: 10.
Sorci needs to 'hit' 10 to win more skill points towards gaining proficiency in acrobatics.
DM, professional illustrator and comic artist, suffering from severe spinal stenosis, married, middle aged, and nerdy.
Why did you fudge your roll lower?
I tried to make the roll +3 instead of +6 but forgot to save the post without a roll at all first, that's all, then the dice broke.
DM, professional illustrator and comic artist, suffering from severe spinal stenosis, married, middle aged, and nerdy.
The dice roller is the devil
Fleabag Fleabane -Tabaxi Ranger | Lenny Coggins- Halfling Barbarian | Sid Shatterbuckle- Dwarf Fighter/Rogue| Lazlo - Satyr Bard in Training
I think that the one doing the teaching should be using just their proficiency bonus to add to their teaching roll because they're teaching technique, while the ability score bonus would represent natural talent, which cannot be taught, so the teacher sets the 'learning curve' to 30 minus 1D20+3. Seem reasonable?
DM, professional illustrator and comic artist, suffering from severe spinal stenosis, married, middle aged, and nerdy.
(I could be wrong, but if my latest Math test didn't break my ability to calculate, 30-7=23.)
Sorci inhales, filling her lungs to the top, then exhales. Well, worst case scenario, falling from her measly height won't hurt too much. Probably. She spreads her arms wide. "I do wonder, is it really the secret, or are you just enjoying seeing me fall?" But, without waiting for an answer, she tries to fall. 'Relax', she tries to think, though she has to concentrate on not sending her arms forward to stop the fall.
6
Varielky