I don't mean to be blunt, but the whole point of DnD was to give an immense field a tight package.
AC, for example, is a collection of EVERYTHING that would reduce damage, dodge modifiers, magical modifiers, dex modifiers, depending on the game, holy, luck, size... armor in particular. Anything that would keep you from being STRUCK.
The idea behind hit points is just that, how well you take a hit - be it rolling with a blunt weapon, or opposing a blade. Fighters, for example, in DnD have a d10 hit dice, they are frontline characters. They see more tools of death than anyone else, and therefor LEARN to deal with it over time.
In addition, levels are not linear, they increase in difficulty an exponential fasion (even if difficulty is just time spent bashing goblins) so if you are whining about levels meaning less, they DO, just not in the manner you want them to. Every 1000 exp means less and less as the game progresses, at least in NWN, my rpg of choice currently.
If you want a more strategic game go play Warhammer 40k or Necromunda, the latter of which is renowned for it's realistic damage style - one gunshot often downing and permanently injuring a member of your gang.
To people who know ADnD 3.0 etc but never knew about Thac0 and such, AC evolved from thac0 which meant "To Hit Armor Class 0". As your character evolved, your THAC0 dropped, and armor class (in the positive) was added to your d20 roll and needed to remain above your thac0 to hit. I personally like the NEW system, with AC and attack bonuses. It makes the game more PERSONALIZABLE.
I prefer PnP rpgs simply because of the human element. Bending of the rules, conversation with the DM agreeing to special circumstances, and critical misses, losing your beloved equipment due to losing your arm in a hole in the wall, and losing your other arm in an attempt to retrieve the first arm (If anyone reads that comic... I can't quite recall it lol, but I wish i had my Slashmaster +12?)
Ok, I guess I'm done. EVERY system is different, and you need to keep looking until you find the one that suits you. Again, with DnD, you are allowed to ammend it to suit your needs, so long as the DM agrees prior to the game start, and the other players do aswell. If you want to play a kung-fu-esque monk who doesn't just get strong, but prones characters with throws, and submisses them with grapples, TELL YOUR DM THE FEATS. You are allowed to make your character a reality. Just make sure it's not uber - the numbers need limits, you can't suplex a dragon, for instance.
Someone was talking about powergamers, and I have to agree. I have to say though, I find I am more likely to play a 16 wisdom fighter in PnP than I am in a CRPG... in a PnP I never know the limit of my recieved equipment. It is spontaneous and limitless. Programs only go so far, and only reach certain boundaries, and I, as a perfectionist, strive to reach those boundaries. I look into the far reaches of the games toolset to find what equipment I'll equip, eg: in the NWN campaign I set 19 dex for a final dex of 44 and an AC of 48, Monk, being untouchable.
Alright, I suppose I'm done. In case anyone just skipped to the bottom of this post, I feel that PnP games will ALWAYS be superior to CRPGs, because you will only ever personalize your game in RL.
Actually, I got that Thac0 part wrong. I remember now why they changed it Armor class started at 10, and instead of GROWING, it dropped so a negative number, which was added to your attack roll and needed to remain above YOUR thac0 for you to hit your target. This is an edit, I was proofreading and ran into this problem, I didn't want to bother making another post.
AC, for example, is a collection of EVERYTHING that would reduce damage, dodge modifiers, magical modifiers, dex modifiers, depending on the game, holy, luck, size... armor in particular. Anything that would keep you from being STRUCK.
The idea behind hit points is just that, how well you take a hit - be it rolling with a blunt weapon, or opposing a blade. Fighters, for example, in DnD have a d10 hit dice, they are frontline characters. They see more tools of death than anyone else, and therefor LEARN to deal with it over time.
In addition, levels are not linear, they increase in difficulty an exponential fasion (even if difficulty is just time spent bashing goblins) so if you are whining about levels meaning less, they DO, just not in the manner you want them to. Every 1000 exp means less and less as the game progresses, at least in NWN, my rpg of choice currently.
If you want a more strategic game go play Warhammer 40k or Necromunda, the latter of which is renowned for it's realistic damage style - one gunshot often downing and permanently injuring a member of your gang.
To people who know ADnD 3.0 etc but never knew about Thac0 and such, AC evolved from thac0 which meant "To Hit Armor Class 0". As your character evolved, your THAC0 dropped, and armor class (in the positive) was added to your d20 roll and needed to remain above your thac0 to hit. I personally like the NEW system, with AC and attack bonuses. It makes the game more PERSONALIZABLE.
I prefer PnP rpgs simply because of the human element. Bending of the rules, conversation with the DM agreeing to special circumstances, and critical misses, losing your beloved equipment due to losing your arm in a hole in the wall, and losing your other arm in an attempt to retrieve the first arm (If anyone reads that comic... I can't quite recall it lol, but I wish i had my Slashmaster +12?)
Ok, I guess I'm done. EVERY system is different, and you need to keep looking until you find the one that suits you. Again, with DnD, you are allowed to ammend it to suit your needs, so long as the DM agrees prior to the game start, and the other players do aswell. If you want to play a kung-fu-esque monk who doesn't just get strong, but prones characters with throws, and submisses them with grapples, TELL YOUR DM THE FEATS. You are allowed to make your character a reality. Just make sure it's not uber - the numbers need limits, you can't suplex a dragon, for instance.
Someone was talking about powergamers, and I have to agree. I have to say though, I find I am more likely to play a 16 wisdom fighter in PnP than I am in a CRPG... in a PnP I never know the limit of my recieved equipment. It is spontaneous and limitless. Programs only go so far, and only reach certain boundaries, and I, as a perfectionist, strive to reach those boundaries. I look into the far reaches of the games toolset to find what equipment I'll equip, eg: in the NWN campaign I set 19 dex for a final dex of 44 and an AC of 48, Monk, being untouchable.
Alright, I suppose I'm done. In case anyone just skipped to the bottom of this post, I feel that PnP games will ALWAYS be superior to CRPGs, because you will only ever personalize your game in RL.
Actually, I got that Thac0 part wrong. I remember now why they changed it Armor class started at 10, and instead of GROWING, it dropped so a negative number, which was added to your attack roll and needed to remain above YOUR thac0 for you to hit your target. This is an edit, I was proofreading and ran into this problem, I didn't want to bother making another post.
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