Roleplaying Sci-fi

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Hendrake
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Re: Roleplaying Sci-fi

Post by Hendrake »

Ladysekhmet wrote:I'm just curious if anybody here role-plays. I've seen the posts by the Battletech fans, anybody play anything else? What's the best and worst systems?
Right now I'm rumming a highly modified WEG SW game in which a Star Destroyer mark II is stranded in Romulan space. :-)

I play many RPGs, but apart for Paranoia (a demented post-apocaloptic one) and SW d6 I'm not experienced with sci-fi games.
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Post by Ladysekhmet »

--On and entirely different topic; Ladysekhmet if you like people fawning all over you consider posting in the "Are there any chicks here" thread. The ratio is quite favorable and you will probably have willing slaves in no time...
Hmm, willing slaves are good thing, though I am engaged. Sorry. I forget sometimes that I'm one of the few females who is into roleplaying, sci-fi, and fantasy. Shame, really, what else is there to be interested in? :wink:

BTW, D&D is a blast to play, I just don't think it makes a good universal system, and I really don't like it when one system overwhelms the market. ...And I'm pissed about not being able to find original 5 rings stuff anywhere anymore.
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Post by Graeme Dice »

Eleas wrote:You always maintain this, Graime, but I feel I have yet to understand why anyone would want their characters to shrug off a sword thrust. How exactly does one narrate that? "Yeah, John, the kobold swings his mace and you block it neatly with your temple." Even in the new LOTR movie, the heroes take damage and bleed like hell when they're hit.
I was being facetious. I would narrate it like this for a character with 4 hitpoints: "The Kobold swings his mace and connects with your skull, you brains are sent splattering all over the guy standing next to you." With 10 hitpoints: "The kobold swings his mace at your head, but you duck and he scores a glancing blow. You are dazed for a second." Rounds are a minute each, so a lot can happen there. With 100+ hitpoints and high-level fighter abilities: "The kobold swings his mace but you sidestep the blow, slightly straining your left pinkie in the process. You retaliate, killing him and the other five attackers in a single blow." Or, more seriously: "The kobold swings his mace and hits, but your reflexes enabled you to take the blow on your shoulder instead of your skull." Of course, I don't know that I would bother with that kind of narration for every hit.

I'll freely admit that it doesn't deal with diminished abilities due to wounds well, but that's pretty much the point of the simplicity of system.
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Post by Eleas »

"D20 and the knocks it's been getting."

Aye. Deserved.

"As a person who avidly plays D+D I've read a few of the knocks been aimed at the general system. (I've not seen what they have done to it for SW but...)"

They introduced a vitality system, IIRC.

"The extra hit points don't repersent the abilty to take more damage exactly rather the abilty to role with the punches."

Really? Then what does your TACO-value (mmm, tacos...) represent? I hear it got replaced in d20 system with the Defense Bonus, but that doesn't matter. What does matter is that we already have one mechanism responsible for determining whether the attack hit and made damage. Why have another, especially such a strange amount?

"What for a first level character may be a blow to the heart killing them, for a 15th level character is a scratch on the arm. They have ombat experiance, better honed experiance of battle situations."

I see. So if you're out in battle a lot, you learn from experience how to avoid taking damage when hit by arrows, burning oil, acid et cetera? I've got to take that course. Maybe I can apply to one at the local university.

Anyway, your logic is flawed in more than that respect. Consider a dragon. A dragon has a lot of hit points. What does this mean? That it can soak up a lot of solid hits that penetrated his armor because of bulk. A high-level hero has lots of hit points. What does that mean? That he can dodge a lot. How logical is that?

Third point is the inherent unpredictability of the system. After all, in D&D, a hit point can represent physical damage capacity, luck, dodging, vitality, and favour of the gods. I dunno if they fixed that particular bogosity for d20, but I doubt it.

Fourth point. Why have such great amounts of hit points? For a system that aims to be fast, that's a pretty precise way to keep track of damage. Who needs to know that the character has 66 of 70 hit points? All D&D would really need is a few states: unhurt, wounded, severely wounded, incapacitated, dying and dead. The rest is meaningless information. That slows the game down... and it doesn't give you anything. For Christ's sake, you get far greater granularity from damage in WEG SW, and they don't even use hit points.

"As for it's lack of abilty to handle above 20th level without special rules/Prestage classes, thats the whole point of Prestige classes! It repersents how a person will specialise in their lives, how a particular goal becomes more important than the general, well..."

So Prestige classes do what normal classes should have done, but don't do. Whoopee. Are you aware that there is nothing you mentioned in the above text that wouldn't be helped by the removal of classes from the system?

"If they didn't specialise with prestige classes then people would be saying, 'Well everyones the same, if your a fighter then your the same as all the other fighter's etc' (As they did when 2nd Ed AD+D came out so don't deny it...)"

ROTFLMAO!!! This is comical in its utter stupidity. Let's break down your argument in simple points:
1. Prestige classes allow slight customization of a character, away from the stifling normal classes.
2. A system without prestige classes would make every character similar to every other character of the same class.
3. Therefore, a system with prestige classes is better all other systems.

What's wrong with this picture, then? Simple. It assumes that prestige classes are the only way to differentiate a character. This amuses me greatly, since classes are designed to limit a player's choices. The fact that one can work around this limiting factor by introducing even MORE rules should hardly be something to brag about.

"Now it's far from a perfect system but a few of the knocks aimed at it have been well silly,"

Yet you've been unable to counter them.

"people want combat to be realistic,"

Sometimes they do, sometimes they don't. At least they want combat to be fast and interesting. Of these three, d20 barely manages fast.

"well lets be honest if we make a realistic everyone has the same amount of hitpoints and they are low, (To make it realistic and bloody) then NEVER EVER even with a small army face a Dragon, it'll slaughter you, unless it has it's damage dealing potential lessened, in wjhich case the criticisms would be, that creatures such as Dragons are far to weak, and it can't handle powerful creatures in it's system."

You seem to labor under strange misconceptions. Why does a game have to follow the d20 model? Why couldn't tough creatures be simulated by them having high armor boni or great Defense values? Why couldn't you let heroes win over such creatures (if you want to have anything as wildly overdramatic as a hero standing alone against a thirty-ton armored magic-using fire-breathing highly intelligent killing machine) by using luck, skill, fortune points or any of the other myriad methods that distinguish d20 from better systems?

"The D20 System is suppossed to be about heroes who go up against powerful entities, if you didn't have such a Hit Point system their would be little difference between a Dragon and a Kobold."

Utterly, completely wrong. Try going up against a kobold in FUDGE, just to take an example. Since that one is Scale -1, probably with Damage Resistance: Poor or Mediocre, it will easily die. Now, do the same against a dragon, Scale 9 or 10. The worst you're likely to inflict is a scratch.

"As for the whole starting at say a Jedi Master is made harder because yo have to start at a higher level attack. Sorry but thats not hard at all, we have done the frequantly at Uni when what we wanted was a one off roleplay session for the night, it may take an hour to sort everyone out, getting it all noted down etc, but then your ready to play."

Thank you for proving my point. Your players, with benefit of being veterans at the game, still needed an hour to do all this. The only system that slow I've played was NeoTech. Why did it take so long to create characters, there? Because NeoTech is incredibly detailed, with rules that cover everything from addiction to war psychosis to firearms. Not only are they detailed, but ingame they are fast and tremendously accurate. They detail arterial bleeding, broken bones, you name it. That is what I expect from an unwieldly system. D20 doesn't deliver. Even GURPS is better. Heck, even Rolemaster has more character.

"It's always harder to start a campaign at a higher point than the rules normal level for starting it..."

Yes, for you, because you use a level based system.

"you always have to make choices on how your character would have devolped, what choices he or she may have made, etc."

That's not the stumbling block. You ignored my point, so I'll make it again. If I want to make a level 13 Jedi, I'm forced to raise levels one at a time, unless I'm very very proficient at the game. Let's see how it works, shall we?

WEG:
"OK guys, you're going to play Jedi Masters. I'm gonna give you a bit more skill dice... fourteen instead of seven, okay? And you have eighteen dice to spread out across Control, Sense and Alter."
"Wow, cool." *draws up character as normal. raises lightsaber skill, puts a few dice on Jedi Lore. thinks. puts 7D on control, 6D on sense, 5D on alter*

D20:
"OK guys, you're going to play Jedi Masters. I'm gonna give you level... thirteen, okay?"
"Wow, cool." *draws up character as normal. wonders if he can jot down attack bonus for Jedi Guardian level 13, but doesn't know if he wants to multiclass. raises level to two. jots down attack bonus. jots down fort save. jots down ref save. jots down will save. jots down defense bonus. jots down reputation. jots down Exotic weapon proficiency (lightsaber). raises level to three. jots down attack bonus...*

I could detail the entire creation of this guy, but that would take far too long and I doubt my sanity would remain intact.
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Post by David »

Ladysekhmet wrote:
--On and entirely different topic; Ladysekhmet if you like people fawning all over you consider posting in the "Are there any chicks here" thread. The ratio is quite favorable and you will probably have willing slaves in no time...
Hmm, willing slaves are good thing, though I am engaged. Sorry. I forget sometimes that I'm one of the few females who is into roleplaying, sci-fi, and fantasy. Shame, really, what else is there to be interested in? :wink:

BTW, D&D is a blast to play, I just don't think it makes a good universal system, and I really don't like it when one system overwhelms the market. ...And I'm pissed about not being able to find original 5 rings stuff anywhere anymore.



What? You don't like having as couple dozen horny geeks pawing at you? :P
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Post by Eleas »

"I was being facetious. I would narrate it like this for a character with 4 hitpoints: "The Kobold swings his mace and connects with your skull, you brains are sent splattering all over the guy standing next to you." With 10 hitpoints: "The kobold swings his mace at your head, but you duck and he scores a glancing blow. You are dazed for a second." Rounds are a minute each, so a lot can happen there. With 100+ hitpoints and high-level fighter abilities: "The kobold swings his mace but you sidestep the blow, slightly straining your left pinkie in the process. You retaliate, killing him and the other five attackers in a single blow." Or, more seriously: "The kobold swings his mace and hits, but your reflexes enabled you to take the blow on your shoulder instead of your skull." "

So you have to employ GM fiat for it to make any kind of sense? Or does high hit points mean you're exceptionally good at dodging? Do these reduced hit points do anything for the game mechanics except force you to interpret them and give them meaning?

"Of course, I don't know that I would bother with that kind of narration for every hit."

The problem here is that it plays out like a script. In other games you can choose what to do - do you cut high or swipe low, do you fight defensively or offensively? In d20, you merely have your automatic attack, plus of course secondary attacks that also make no sense. You have no real choices, unless given that by mr fixit, the gamemaster, who frenetically has to blow life into static numbers. In one of our old games we used to bemoan the standard "I attack, I parry, I attack, I parry" dance. In d20, it's "I attack, I attack, I attack, I attack." Hardly an improvement.

"I'll freely admit that it doesn't deal with diminished abilities due to wounds well, but that's pretty much the point of the simplicity of system."

It's not simplistic. A simplistic system would be a system where hit points equal Constitution, half Constitution gives you -2 on all actions, 3/4 gives you -4 and loss of all results in unconscious. d20 is simply weird and cumbersome.
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Post by Graeme Dice »

Eleas wrote:Anyway, your logic is flawed in more than that respect. Consider a dragon. A dragon has a lot of hit points. What does this mean? That it can soak up a lot of solid hits that penetrated his armor because of bulk. A high-level hero has lots of hit points. What does that mean? That he can dodge a lot. How logical is that?
It means exactly the same thing as an inflated dodge score in other systems. In D&D you have hit point inflation, in GURPS you have skill inflation, in WEG SW you have skill inflation. All make it take longer to die.
Fourth point. Why have such great amounts of hit points? For a system that aims to be fast, that's a pretty precise way to keep track of damage. Who needs to know that the character has 66 of 70 hit points? All D&D would really need is a few states: unhurt, wounded, severely wounded, incapacitated, dying and dead. The rest is meaningless information. That slows the game down... and it doesn't give you anything. For Christ's sake, you get far greater granularity from damage in WEG SW, and they don't even use hit points.
How on earth does keeping track of a single number slow the game down? The advantage of hitpoints are that they allow for attrition to be meaningful without having to kill the character.
So Prestige classes do what normal classes should have done, but don't do. Whoopee. Are you aware that there is nothing you mentioned in the above text that wouldn't be helped by the removal of classes from the system?

ROTFLMAO!!! This is comical in its utter stupidity. Let's break down your argument in simple points:
1. Prestige classes allow slight customization of a character, away from the stifling normal classes.
It's obvious that you haven't even looked at the 3rd edition rulebook if you think that the classes are "stifling".
2. A system without prestige classes would make every character similar to every other character of the same class.
That is only true if you completely ignore skills and feats. Or are you telling me that someone who specializes in mounted combat is identical to someone who speializes in wielding two weapons?
Sometimes they do, sometimes they don't. At least they want combat to be fast and interesting. Of these three, d20 barely manages fast.
How is D&D combat slow? The mechanics are extremely simple.
You seem to labor under strange misconceptions. Why does a game have to follow the d20 model? Why couldn't tough creatures be simulated by them having high armor boni or great Defense values? Why couldn't you let heroes win over such creatures (if you want to have anything as wildly overdramatic as a hero standing alone against a thirty-ton armored magic-using fire-breathing highly intelligent killing machine) by using luck, skill, fortune points or any of the other myriad methods that distinguish d20 from better systems?
D&D is high fantasy. If you don't want high fantasy there are plenty of other systems out there.
Utterly, completely wrong. Try going up against a kobold in FUDGE, just to take an example. Since that one is Scale -1, probably with Damage Resistance: Poor or Mediocre, it will easily die. Now, do the same against a dragon, Scale 9 or 10. The worst you're likely to inflict is a scratch.
And what about people who actually _want_ to be able to kill dragons?
D20:
"OK guys, you're going to play Jedi Masters. I'm gonna give you level... thirteen, okay?"
"Wow, cool." *draws up character as normal. wonders if he can jot down attack bonus for Jedi Guardian level 13, but doesn't know if he wants to multiclass. raises level to two. jots down attack bonus. jots down fort save. jots down ref save. jots down will save. jots down defense bonus. jots down reputation. jots down Exotic weapon proficiency (lightsaber). raises level to three. jots down attack bonus...*
You've just described two _completely_ different situations. In one, the players knew beforehand what they wanted and simply put it together. In the other, the players are for some reason complete newbies that can't put a character together in their head.

Newsflash, but I can create a character plan that details exactly what I will do at every level in about a minute for D&D.
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Post by Graeme Dice »

Eleas wrote:So you have to employ GM fiat for it to make any kind of sense? Or does high hit points mean you're exceptionally good at dodging? Do these reduced hit points do anything for the game mechanics except force you to interpret them and give them meaning?
Hit points are an abstraction. If you are incapable of abstract thought then you shouldn't be roleplaying.
The problem here is that it plays out like a script. In other games you can choose what to do - do you cut high or swipe low, do you fight defensively or offensively? In d20, you merely have your automatic attack, plus of course secondary attacks that also make no sense. You have no real choices, unless given that by mr fixit, the gamemaster, who frenetically has to blow life into static numbers. In one of our old games we used to bemoan the standard "I attack, I parry, I attack, I parry" dance. In d20, it's "I attack, I attack, I attack, I attack." Hardly an improvement.
I for one couldn't really care less for those choices. Why on earth would someone even _care_ about blowing life into static numbers. The DM provides the story, the players do the work.
It's not simplistic. A simplistic system would be a system where hit points equal Constitution, half Constitution gives you -2 on all actions, 3/4 gives you -4 and loss of all results in unconscious. d20 is simply weird and cumbersome.
And that would be nothing more than your opinion. Here's mine: The system is exceptionally easy to use in combat, and all relevant rules can be memorized in about 30 minutes.

If you don't want structured play, then you might as well just flip a coin for whether the players win or lose at the start of every session.
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Post by SirNitram »

My biggest problem with AD&D is around level 10-14 Warriors have lost 90% of their use. When, early on, they are the backbone of your party, they simply can barely pull their weight. A Bastard Sword +5 doesn't deal enough damage against magic at that level. Le sigh.
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Post by The Yosemite Bear »

I was just remembering Teenager's From Outerspace, and thier explination for damage soak. The higher a character's Cool stat, the less damage you take, Character's with low, or no cool can be struck for damage originaly intended for the character with the high cool stat.

This actually explains most of star trek.
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Post by Eleas »

"It means exactly the same thing as an inflated dodge score in other systems. In D&D you have hit point inflation, in GURPS you have skill inflation, in WEG SW you have skill inflation. All make it take longer to die."

You miss my point entirely. In d20, high hit points doesn't tell you more than "the critter has this chance of avoiding being killed by attacks". In WEG, high Strength tells you that your body can soak up a lot of trauma, and dodge tells you how good you are at avoiding being hit entirely. In d20, taking damage can merely mean you avoided an attack. Not taking damage can mean your armor deflected a blow, or that the hit missed, or that you shrugged and the beam hit a tree. There's just no way to tell, unlike in other, better systems.

In d20 SW, it's not even meaningful to say you want to dodge. Sure, you can hide behind an object, but dodging attacks makes no difference whatsoever. And why should it? Dodging is represented by vitality! This means, of course, that there's no way to choose between fighting offensively or defensively. Shame, no?

"How on earth does keeping track of a single number slow the game down?"

Aha. So the only number you guys keep track of is hit points? I somehow doubt that. Here's a hint, Graeme - by reducing meaningless complexity and keeping meaningful complexity, the game will be faster. The hitpoints were merely an example of a single detail that could be made better.

"The advantage of hitpoints are that they allow for attrition to be meaningful without having to kill the character."

There are, once again, far more elegant and simple systems out there. Look at NeoTech / Eon if you want a good combat system that combines trauma, shock and exhaustion. Look to FUDGE if you want a system for attrition that actually works well.

"It's obvious that you haven't even looked at the 3rd edition rulebook if you think that the classes are "stifling"."

The discussion was not about D&D 3rd ed. I simply stated that I felt the d20 system, as seen in its SW incarnation, sucked mechanics-wise. It was Skelron who used "d20" and "D+D" interchangably, and I made the mistake of echoing that.

Anyway, explain how they used classes in this marvelous never-before-seen fashion, and the benefits thereof?

"That is only true if you completely ignore skills and feats. Or are you telling me that someone who specializes in mounted combat is identical to someone who speializes in wielding two weapons?"

I was echoing his assumption, not my own. It was part of his original argument and my rebuttal.

"How is D&D combat slow? The mechanics are extremely simple."

"Barely manages fast" doesn't translate to "is slow", Graeme. I freely grant you that the game is very fast in battle and when resolving tasks. My issues are with the speed of character creation.

"D&D is high fantasy. If you don't want high fantasy there are plenty of other systems out there."

I'm sorry, Graeme, but you're being infantile. MERP is also high fantasy, and so is Rolemaster. It then follows that if you don't like either, you dislike high fantasy... right?

Wrong, of course. I dislike d20 because the system blows on the beaufort scale, not because I don't like high fantasy. When I want high fantasy, I'll simply use Västmark, which is slicker by far. I gave other methods than the stupid inflated hit points idea with which one could simulate tough creatures, and you therefore conclude I dislike high fantasy, and that is just stupid.

"And what about people who actually _want_ to be able to kill dragons?"

Why, they are easily able to, if they're good enough at avoidance and sword and shield. FUDGE is very customizable and the GM can decide whether he wants people to be high-powered or not. It's a pretty common feature in games these days. I'm surprised you haven't encountered it before.

"You've just described two _completely_ different situations. In one, the players knew beforehand what they wanted and simply put it together.
In the other, the players are for some reason complete newbies that can't put a character together in their head."


Wrong. That was the example of a pair of SWRPG newbies I led vs a more experienced group of players of which I am a part. In this example I gave the group an objective, to create a Jedi Master. I gave them a finished starting character. I gave them extra experience / skill. That's it. The two groups both started from scratch. And the advantage was actually held by the d20 group, as they had prior role playing experience.

Do I even have to tell you which group finally gave up?

"Newsflash, but I can create a character plan that details exactly what I will do at every level in about a minute for D&D."

Newsflash, but the fact that a highly experienced d20 fan has constructed a method to speed up a system says bad things about that system. Graeme, I could also do this, with prestige classes and everything. But why the hell would I want to be forced to do that when a skill-driven system would solve everything without a fancy homebrew "character plan"?
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Post by Enforcer Talen »

gurps works pretty well for me, but I prefer the fantasy to the sci fi. course, that's true in most things - I play more dnd then star wars rpg.
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Post by Eleas »

"Hit points are an abstraction. If you are incapable of abstract thought then you shouldn't be roleplaying."

An abstraction, yes. For what? Hit points mean anything - wounds, weariness, dexterity, body mass, favor of the gods, luck... frankly, I prefer to spend my role playing time actually role playing, as opposed to figuring out what a loss of five hit points really meant.

"I for one couldn't really care less for those choices. Why on earth would someone even _care_ about blowing life into static numbers. The DM provides the story, the players do the work."

Uh, yeah, that's what I said. In d20 you merely have static attacks, static combats. You seem to be agreeing with me in saying that's a bad thing.

Btw, what kind of mantra is that? "The players do the work"? BS. As a game master, one has to work as hard as the players and then some. To always be three steps ahead, to advance metaplot and plot, to describe and create mood... that's the real work. Improvisation. Not merely "providing the story". I could have a computer do that.

"And that would be nothing more than your opinion. Here's mine: The system is exceptionally easy to use in combat, and all relevant rules can be memorized in about 30 minutes."

Silly. A system's merits aren't measured by how well someone who's played its earlier incarnation a thousand times picks it up. A good system provides maximal detail for a minimum of rules. A good system allows improvisation and tweaking. A bad system is rules-heavy but gives low detail, or rigidly prevents you from doing what you want like d20.

"If you don't want structured play, then you might as well just flip a coin for whether the players win or lose at the start of every session."

Actually, even when you play diceless free form, you structure your play. I choose to employ rules and dice to further structure my game. However, your implication that structured play needs d20 in order to work is stupid beyond description.
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Post by Graeme Dice »

Eleas wrote:You miss my point entirely. In d20, high hit points doesn't tell you more than "the critter has this chance of avoiding being killed by attacks". In WEG, high Strength tells you that your body can soak up a lot of trauma, and dodge tells you how good you are at avoiding being hit entirely. In d20, taking damage can merely mean you avoided an attack. Not taking damage can mean your armor deflected a blow, or that the hit missed, or that you shrugged and the beam hit a tree. There's just no way to tell, unlike in other, better systems.
But if you don't care about such things, then it works fine.
In d20 SW, it's not even meaningful to say you want to dodge. Sure, you can hide behind an object, but dodging attacks makes no difference whatsoever. And why should it? Dodging is represented by vitality! This means, of course, that there's no way to choose between fighting offensively or defensively. Shame, no?
I thought I already agreed that d20 doesn't work for anything other than the D&D setting.
Aha. So the only number you guys keep track of is hit points? I somehow doubt that. Here's a hint, Graeme - by reducing meaningless complexity and keeping meaningful complexity, the game will be faster. The hitpoints were merely an example of a single detail that could be made better.
Hitpoints are the only number a character has that changes with any regularity.
There are, once again, far more elegant and simple systems out there. Look at NeoTech / Eon if you want a good combat system that combines trauma, shock and exhaustion.
I _don't_ want trauma, shock and exhaustion. I want heroes, not normal people with better skills.
Look to FUDGE if you want a system for attrition that actually works well.
Do either of the above systems result in a single hit to a high-powered character likely leaving them with reduced abilities, and thus even more likely to be hit and die?
The discussion was not about D&D 3rd ed. I simply stated that I felt the d20 system, as seen in its SW incarnation, sucked mechanics-wise. It was Skelron who used "d20" and "D+D" interchangably, and I made the mistake of echoing that.
Ahh, but the discussion _was_ about D&D 3rd ed., as that's what I was talking about when you replied to me in my first message.
Anyway, explain how they used classes in this marvelous never-before-seen fashion, and the benefits thereof?
Classes define what your character has learned, and what they are concentrating on and are therefore better at learning. There are very few outright restrictions on classes. Wizards and clerics for example, can use any weapon they feel like, they just won't be as good with them as with weapons they have practiced with by virtue of being a wizard or cleric.
"Barely manages fast" doesn't translate to "is slow", Graeme. I freely grant you that the game is very fast in battle and when resolving tasks. My issues are with the speed of character creation.
Character creation is something that is only likely do be done very rarely, unless you make killing players a high priority.
I'm sorry, Graeme, but you're being infantile. MERP is also high fantasy, and so is Rolemaster. It then follows that if you don't like either, you dislike high fantasy... right?
Do either of those systems make it possible for characters to become equals to the legendary people in the Silmarillion? Can they expect to survive for a time against things like the great wolves or Morgoth?
Wrong, of course. I dislike d20 because the system blows on the beaufort scale, not because I don't like high fantasy. When I want high fantasy, I'll simply use Västmark, which is slicker by far. I gave other methods than the stupid inflated hit points idea with which one could simulate tough creatures, and you therefore conclude I dislike high fantasy, and that is just stupid.
I don't just want tough creatures, I want tough _characters_.
Why, they are easily able to, if they're good enough at avoidance and sword and shield. FUDGE is very customizable and the GM can decide whether he wants people to be high-powered or not. It's a pretty common feature in games these days. I'm surprised you haven't encountered it before.
And I suspect that if the Dragon got in a single hit the character would either be dead or on their way there. Is that correct or not?
Wrong. That was the example of a pair of SWRPG newbies I led vs a more experienced group of players of which I am a part. In this example I gave the group an objective, to create a Jedi Master. I gave them a finished starting character. I gave them extra experience / skill. That's it. The two groups both started from scratch. And the advantage was actually held by the d20 group, as they had prior role playing experience.

Do I even have to tell you which group finally gave up?
No.
Newsflash, but the fact that a highly experienced d20 fan has constructed a method to speed up a system says bad things about that system.
What system? Just read the rules and tables once or twice and apply them from memory.
Graeme, I could also do this, with prestige classes and everything. But why the hell would I want to be forced to do that when a skill-driven system would solve everything without a fancy homebrew "character plan"?
I can't believe that you don't plan out characters beforehand in a skill-based system.
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Post by Graeme Dice »

Eleas wrote:An abstraction, yes. For what? Hit points mean anything - wounds, weariness, dexterity, body mass, favor of the gods, luck... frankly, I prefer to spend my role playing time actually role playing, as opposed to figuring out what a loss of five hit points really meant.
Why do you care what they meant?
Uh, yeah, that's what I said. In d20 you merely have static attacks, static combats. You seem to be agreeing with me in saying that's a bad thing.
No, I'm saying that it's a good thing. Why would you need anything more than static numbers for your imagination to work off of? Maybe it's the wargamer in me, but I enjoy simulated combat between groups of numbers.
Btw, what kind of mantra is that? "The players do the work"? BS. As a game master, one has to work as hard as the players and then some. To always be three steps ahead, to advance metaplot and plot, to describe and create mood... that's the real work. Improvisation. Not merely "providing the story". I could have a computer do that.
Providing the story and what you described are one and the same in my mind.
Silly. A system's merits aren't measured by how well someone who's played its earlier incarnation a thousand times picks it up. A good system provides maximal detail for a minimum of rules. A good system allows improvisation and tweaking. A bad system is rules-heavy but gives low detail, or rigidly prevents you from doing what you want like d20.
D&D is a good system for people who like rules-heavy systems. I wouldn't play it exactly the way it is written anyways. I would use it solely as a combat system.
Actually, even when you play diceless free form, you structure your play. I choose to employ rules and dice to further structure my game. However, your implication that structured play needs d20 in order to work is stupid beyond description.
That's not what I meant, and I'm not sure how to describe what I actually meant.
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Post by Akm72 »

Eleas I just have to say how much I support your position. It's so rare that I meet someone who understands how weak the whole D&D system is.

A couple of the things I really hate about it;

It's just sooooo undramatic. A high-level character can look at an enemy with a low-damage weapon and say; "hell, that's only going to do a couple of hit-points. Stab me, see if I care." and combat should NEVER be boring, even if your enemy only has a half-brick in a sock.

Also the nature of the system used to be (it's been years since I played it so it may've changed) that if you reached high enough level it could become impossible for a low-level monster to make a successful attack on you. So it can become possible for a single high-level character to take on and beat an entire ARMY of low-level monsters, which is simply crap in so many ways.

I've only ever enjoyed D&D when playing low-level characters, it just becomes boring when you don't have to run away from everything; "Arggg, it's a hedgehog, Run for your lives!" :lol:
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Post by Eleas »

"But if you don't care about such things, then it works fine."

Sure. Then it works, but is unnecessarily complex. There are many things that could be changed.

"I thought I already agreed that d20 doesn't work for anything other than the D&D setting."

"Ahh, but the discussion _was_ about D&D 3rd ed., as that's what I was talking about when you replied to me in my first message."


My mistake, then. I have little experience with D&D 3rd ed, too little to comment on it.

"Hitpoints are the only number a character has that changes with any regularity."

Yes, but not the only number you have to keep track of, which was my point.

"I _don't_ want trauma, shock and exhaustion. I want heroes, not normal people with better skills."

I know, that was just an example of the level of detail you could expect from such slow char creation. Västmark's level of detail is slightly higher than SWd20 but comparable. Its characters take about 5-10 minutes to create without prior experience, and the battles, while easily as fast as the ones in SWd20, are infinitely more detailed.

"Do either of the above systems result in a single hit to a high-powered character likely leaving them with reduced abilities, and thus even more likely to be hit and die?"

That also depends on the GM. The method for FUDGE I would use is simply to have high defense boni and then use FUDGE points should the hero ever get hit. A hero would realistically have a lot of those.

Another more reliable method involves giving the high-power hero higher Scale on damage resistance. That way, he would be difficult to kill by realistical means, but I believe that's what you wanted, right?

I actually prefer the first method, as it would make you hoard the FUDGE points, making every combat interesting. I mean, you could use that point to prevent damage from the Master Swordsman you're facing, but if you do that instead of taking a chance, maybe you won't have the points needed later on to take on the dragon?

"Classes define what your character has learned, and what they are concentrating on and are therefore better at learning. There are very few outright restrictions on classes. Wizards and clerics for example, can use any weapon they feel like, they just won't be as good with them as with weapons they have practiced with by virtue of being a wizard or cleric."

And what if you're, say, a warrior with a hobby, like playing the flute?

"Character creation is something that is only likely do be done very rarely, unless you make killing players a high priority."

Character creation is done frequently when I play, as we have many new players. Also, character creation comes into play when improving skills.

"Do either of those systems make it possible for characters to become equals to the legendary people in the Silmarillion? Can they expect to survive for a time against things like the great wolves or Morgoth?"

MERP didn't, simply because they have a level limit to place you below the guys in the movies. Remove that rule and it works fine, and in that case Rolemaster and MERP both allow that, not that it had anything to do with my original argument, which was that my dislike of d20 sais nothing about my attitudes toward high fantasy.

"I don't just want tough creatures, I want tough _characters_."

...which can be gotten in other games in better ways, IMO.

"And I suspect that if the Dragon got in a single hit the character would either be dead or on their way there. Is that correct or not?"

Incorrect, if you as a GM don't wish it. Simply raise the Scale of the Hero, one offhand rule I can remember among many.

Systems like GURPS may say that they simulate heroic fantasy, but they're not as good as d20 for it. But just because some universal systems fail at this, doesn't mean they all do. Hell, FUDGE even features classes if you want them.

"What system? Just read the rules and tables once or twice and apply them from memory."

Once again, Graeme, I believe you've learned to understand the game enough that you, rather than the system, make it work.

"I can't believe that you don't plan out characters beforehand in a skill-based system."

I don't plan out character mechanics at all. They're easy enough to do on the spot, just writing. Sometimes I just draw up a character at random. Eon, for example, lets you create fairly unique guys on the spot. I don't like the game, but it does have a slick char creation system. Your character gets a rather intricate background as a bonus.

"Why do you care what they meant?"

I want to know if the beast hurt me, or if I merely lost the favor of my god. Just an example. I want to know if I'm bleeding when the piranhas are in the water. That's another.

"No, I'm saying that it's a good thing. Why would you need anything more than static numbers for your imagination to work off of? Maybe it's the wargamer in me, but I enjoy simulated combat between groups of numbers."

If you enjoy it, then the system works for you, I agree. But I can like a system and still agree that it's flawed. And these numbers could do so much more than they do. The combats could be made so much more varied, with so much more choice in the matter. What distinguishes a good system from a bad is a variant of Occams Razor. The least number of operators necessary to describe the situation equally well form the best system. Notice that "best" is in the technical sense. For you, the best system would be D&D, as you are so used to it that you can work with it instead of against it.

"Providing the story and what you described are one and the same in my mind."

Point.

"D&D is a good system for people who like rules-heavy systems."

See, that's the problem. D&D (or at least d20) is rules-heavy, but these rules give as much information as rules-light systems. It doesn't have to be rules-heavy at all, making a lot of stuff redundant. This means that it can be an atmospheric system, a fun system, but in a purely mathematical sense lacking as opposed to other systems.

"I wouldn't play it exactly the way it is written anyways. I would use it solely as a combat system."

I think that works. If you like the system, it's what you should use, and d20 isn't configured for very much outside of combat. And it's hardly Phoenix Command, for which the player should be thankful.

"That's not what I meant, and I'm not sure how to describe what I actually meant."

Fair enough. If and when you can define it, I'm listening.
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Post by Eleas »

"Eleas I just have to say how much I support your position. It's so rare that I meet someone who understands how weak the whole D&D system is."

Thanks. :) Most of my reasons I've stated, but of course, there is a bit of partisanship involved - I'm just in the skill camp, not the level camp.

"It's just sooooo undramatic. A high-level character can look at an enemy with a low-damage weapon and say; "hell, that's only going to do a couple of hit-points. Stab me, see if I care." and combat should NEVER be boring, even if your enemy only has a half-brick in a sock."

This is a good point. I agree.

"Also the nature of the system used to be (it's been years since I played it so it may've changed) that if you reached high enough level it could become impossible for a low-level monster to make a successful attack on you. So it can become possible for a single high-level character to take on and beat an entire ARMY of low-level monsters, which is simply crap in so many ways."

Apparently it's "epic". Funny, I always thought the etymology of "epic" as being "word, story or poem", with the extended sense of "grand, heroic". To slaughter an army singlehanded isn't heroic, it's simple butchery.

"I've only ever enjoyed D&D when playing low-level characters, it just becomes boring when you don't have to run away from everything; "Arggg, it's a hedgehog, Run for your lives!" :lol:"

Hehe, I recognize that one as "IT'S A HAMSTER! Run! It deals 1 point of damage... slow, suffering death!"

One of my friends played Eon, where the damage should be divided by ten before being applied. They missed that part.

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Post by The Yosemite Bear »

Thinking of Ungodly powerfulll

Consol RPGs!

Final Fantasy anyone, where we can take BDZ scale attacks and still throw them back.
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Post by Graeme Dice »

Eleas wrote:Sure. Then it works, but is unnecessarily complex. There are many things that could be changed.
Then name a system that is both simpler and bno more deadly to the characters, while maintaining the same atmosphere and having as much source material.
Yes, but not the only number you have to keep track of, which was my point.
And so? Numbers that don't change don't tend to be a problem to keep track of.
"I _don't_ want trauma, shock and exhaustion. I want heroes, not normal people with better skills."

I know, that was just an example of the level of detail you could expect from such slow char creation. Västmark's level of detail is slightly higher than SWd20 but comparable. Its characters take about 5-10 minutes to create without prior experience, and the battles, while easily as fast as the ones in SWd20, are infinitely more detailed.
And more deadly, which is a bad thing.
"Do either of the above systems result in a single hit to a high-powered character likely leaving them with reduced abilities, and thus even more likely to be hit and die?"

That also depends on the GM. The method for FUDGE I would use is simply to have high defense boni and then use FUDGE points should the hero ever get hit. A hero would realistically have a lot of those.
So in other words, yes, it does result in that scenario unless you add other game mechanics.
Another more reliable method involves giving the high-power hero higher Scale on damage resistance. That way, he would be difficult to kill by realistical means, but I believe that's what you wanted, right?

I actually prefer the first method, as it would make you hoard the FUDGE points, making every combat interesting. I mean, you could use that point to prevent damage from the Master Swordsman you're facing, but if you do that instead of taking a chance, maybe you won't have the points needed later on to take on the dragon?
There's your basic philosophy difference. I don't think that every combat should be interesting. For a high-level character, most _should_ be walkovers.
"Classes define what your character has learned, and what they are concentrating on and are therefore better at learning. There are very few outright restrictions on classes. Wizards and clerics for example, can use any weapon they feel like, they just won't be as good with them as with weapons they have practiced with by virtue of being a wizard or cleric."

And what if you're, say, a warrior with a hobby, like playing the flute?
No problem. You put a couple of skill points into perform every other level. You won't be as good as a bard you specializes in that skill, but you can learn it.
"Character creation is something that is only likely do be done very rarely, unless you make killing players a high priority."

Character creation is done frequently when I play, as we have many new players. Also, character creation comes into play when improving skills.
Skills learned on level up are a base number plus the int modifier, You earn one feat every three levels by default, a bonus every other level for fighters, every five levels for wizards.
"I don't just want tough creatures, I want tough _characters_."

...which can be gotten in other games in better ways, IMO.
Those aren't really tough characters though, those are just lucky creatures.
"And I suspect that if the Dragon got in a single hit the character would either be dead or on their way there. Is that correct or not?"

Incorrect, if you as a GM don't wish it. Simply raise the Scale of the Hero, one offhand rule I can remember among many.
I thought you didn't want GM fiat to be the way the campaign was run.
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Post by Graeme Dice »

Akm72 wrote:Eleas I just have to say how much I support your position. It's so rare that I meet someone who understands how weak the whole D&D system is.

A couple of the things I really hate about it;

It's just sooooo undramatic. A high-level character can look at an enemy with a low-damage weapon and say; "hell, that's only going to do a couple of hit-points. Stab me, see if I care." and combat should NEVER be boring, even if your enemy only has a half-brick in a sock.
Does Gimli worry about a single Goblin rushing him? After all, he kills them easily enough that he keeps count as a game.
Also the nature of the system used to be (it's been years since I played it so it may've changed) that if you reached high enough level it could become impossible for a low-level monster to make a successful attack on you. So it can become possible for a single high-level character to take on and beat an entire ARMY of low-level monsters, which is simply crap in so many ways.
Natural 20 is an automatic hit. 5% of those attacks will hit you no matter what. That's been in there since the first printing of 2nd ed.
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Post by Akm72 »

Does Gimli worry about a single Goblin rushing him? After all, he kills them easily enough that he keeps count as a game.
Yet when reading (or watching) Lord of the Rings, you never get a feeling that the characters are indestructable - they have to put a lot of effort into killing even fairly low-level monsters like orcs and goblins.
In the real-world fighter pilots are well-known for keeping score, and they're not even remotely mythical.
In RPGing terms, if you ever let your players get the feeling that their players are virtually indestructable, you'll just have destroyed the ENTIRE point of playing the game in the first place. Why fight if victory is garenteed? All you're left with is gaining experience points and creating god-like characters to satisfy the 'teenage wet-dream' urge.
Natural 20 is an automatic hit. 5% of those attacks will hit you no matter what. That's been in there since the first printing of 2nd ed.
Fair enough, I stand corrected.
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Post by Pendragon »

Ill just jump on the bandwagon here...
Graeme Dice wrote:
Akm72 wrote:Eleas I just have to say how much I support your position. It's so rare that I meet someone who understands how weak the whole D&D system is.

A couple of the things I really hate about it;

It's just sooooo undramatic. A high-level character can look at an enemy with a low-damage weapon and say; "hell, that's only going to do a couple of hit-points. Stab me, see if I care." and combat should NEVER be boring, even if your enemy only has a half-brick in a sock.
Does Gimli worry about a single Goblin rushing him? After all, he kills them easily enough that he keeps count as a game.
Yes, Gimli can kill a goblin easily. You also get the impression that if Gimli makes a tiny little mistake he gets a goblin spear between his ribs, not a scrath on the arm.
The problems with hit points is that no matter how skilled your oponent is, he cant kill yuo with one blow. Say a lvl 8 warrior encounters a vastly superior warrior (lvl96 or whatever). Still, no matter how skilled his opponent is, the 8th level guy has amassed enough hitpoints not to be killed in one blow unless its from the-uber-mega-mighty-supersword of exquisite doom.
My point is: Gimli is good at fighting and not getting skewered like a boar. He is not invulnerable like superman.

Ill give you an example from a swedish high fantasy game.
The PC in question is very powerful and confronted with approximatley a dozen or so goblins. Lethal to your average joe but for the highpowered PC who is clad in armour all but impenetrable to their blows, theyre barely a nuisance.
The PC tears into them dispatching half a dozen of them in the first round and doesnt bother to parry, since their puny attacks cant hurt him. One of the survivors desperatly strikes back and amazingly hits a kink in the armour, burying his spear in the PC's hip. The PC goes down, badly hurt... and NOW he's in trouble.... (well not really, he fried them with a lightning bolt but most people dont do magic in this game, least of all warriors, but they can learn how to, another advantage over D&D, youre not stuck in your ways).

Could this ever happen in D&D? Nope.
Wasnt he tough? Yes, he was hard as nails and could probably taken out twice as many. But just because its easy doesnt mean its safe to do so. I dont care who you are, but three feet of honest steel still hurts.
My point? Combat is still dangerous no matter how good you are.
Graeme Dice wrote:
Akm72 wrote: Also the nature of the system used to be (it's been years since I played it so it may've changed) that if you reached high enough level it could become impossible for a low-level monster to make a successful attack on you. So it can become possible for a single high-level character to take on and beat an entire ARMY of low-level monsters, which is simply crap in so many ways.
Natural 20 is an automatic hit. 5% of those attacks will hit you no matter what. That's been in there since the first printing of 2nd ed.
And how many % of your hit points do they cause?
Not only do you get hit less, the weapons inflict less damage on you as well.
Why have both?
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Post by Eleas »

"Then name a system that is both simpler and bno more deadly to the characters, while maintaining the same atmosphere and having as much source material."

You seem to confuse system with setting, Graeme. A system's the mechanics. Campaign Worlds are not bound by the system's rules; they can be adapted to almost any good system.

"And so? Numbers that don't change don't tend to be a problem to keep track of."

You still have to add them up, Graeme, which was my point. The more numbers, the more operations, the more time it takes.

"And more deadly, which is a bad thing."

Graeme, let me be blunt here. You're affecting knowledge about a system you know nothing about. Västmark is far less deadly than D&D. Know why? Because it's impossible to kill a main character there unless the GM rules it. There are no "dead" results, the hit points cannot reach zero, you have no save vs death, Elvis cannot leave the building, etc.

"So in other words, yes, it does result in that scenario unless you add other game mechanics."

Again, Graeme, you try to act as if you know a system when you obviously don't. FUDGE is not a single system, it's an assembly kit. At the start of a campaign, the GM picks out how detailed, cinematic etc he wants the system to be. That's the only really good way I've found to make a truly universal game system.
So, in answer to your question, no, it results in the scenario you advertised for, because a hero in such a campaign would have a lot of FUDGE points, which work like Force Points in WEG, Karma Points in Shadowrun, or Hero Points in Drakar och Demoner, to name a few.

"There's your basic philosophy difference. I don't think that every combat should be interesting. For a high-level character, most _should_ be walkovers."

Why? And in what way does that require a system with unnecessary / obsolete mechanics?

"No problem. You put a couple of skill points into perform every other level. You won't be as good as a bard you specializes in that skill, but you can learn it."

Magic, then?

"Skills learned on level up are a base number plus the int modifier, You earn one feat every three levels by default, a bonus every other level for fighters, every five levels for wizards."

A bit different in d20 SW.

"Those aren't really tough characters though, those are just lucky creatures."

No, a character with a high defense bonus is not lucky, he is capable. If he uses FUDGE points, that just means he's extending himself and using up inner resources. Let me see if I understand you correctly. You define "lucky" characters as characters able to avoid mountain-flattening punishment. You want "tough" characters, able to take mountain-flattening punishment. But at the same time, you say that you, as a GM, will describe such an event
as the character avoiding the blow. Is that correct?

"I thought you didn't want GM fiat to be the way the campaign was run."

It isn't, it's FUDGE's rules.
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Post by Graeme Dice »

Eleas wrote:"Then name a system that is both simpler and bno more deadly to the characters, while maintaining the same atmosphere and having as much source material."

You seem to confuse system with setting, Graeme. A system's the mechanics. Campaign Worlds are not bound by the system's rules; they can be adapted to almost any good system.
Yes, they can, but it van take a very large amount of work.
"And so? Numbers that don't change don't tend to be a problem to keep track of."

You still have to add them up, Graeme, which was my point. The more numbers, the more operations, the more time it takes.
A skill based system is going top have it's own set of numbers that need to be used though, isn't it?
"And more deadly, which is a bad thing."

Graeme, let me be blunt here. You're affecting knowledge about a system you know nothing about. Västmark is far less deadly than D&D. Know why? Because it's impossible to kill a main character there unless the GM rules it. There are no "dead" results, the hit points cannot reach zero, you have no save vs death, Elvis cannot leave the building, etc.
I wasn't aware of that. Is the system available in English?
"There's your basic philosophy difference. I don't think that every combat should be interesting. For a high-level character, most _should_ be walkovers."

Why? And in what way does that require a system with unnecessary / obsolete mechanics?
It doesn't require it.

"No problem. You put a couple of skill points into perform every other level. You won't be as good as a bard you specializes in that skill, but you can learn it."

Magic, then?
If you want magic you take a level of class that spends time learning it and forego the benefits of your other class for that level. For this fighter, he could take a level of wizard if his intelligence was 11 or sorceror if his charisma was 11, or cleric if his wisdom was 11. He would gain the abilities of a first level member of that class, and add those to his already existing abilities.
"Skills learned on level up are a base number plus the int modifier, You earn one feat every three levels by default, a bonus every other level for fighters, every five levels for wizards."

A bit different in d20 SW.
I have no experience with d20 SW.
"Those aren't really tough characters though, those are just lucky creatures."

No, a character with a high defense bonus is not lucky, he is capable. If he uses FUDGE points, that just means he's extending himself and using up inner resources. Let me see if I understand you correctly. You define "lucky" characters as characters able to avoid mountain-flattening punishment. You want "tough" characters, able to take mountain-flattening punishment. But at the same time, you say that you, as a GM, will describe such an event
as the character avoiding the blow. Is that correct?
Pretty close. Take the example of a 20th level D&D fighter with appropriately chosen feats for his favourite weapon, the greatsword.

500 goblins rush him in a tight (for them) formation. He swings at one and kills it, then due to his great cleave feat takes a five foot step, swings at another and kills it then continues on until he rolls a 1 and misses, then finishes his other three attacks on nearby goblins. There will be some critical hits in there as well, but they don't matter that much with dealing with 1/2 hit dice monsters. The next round he is surrounded so he uses a whirlwind attack to hit them all and continues his cleaving. He will take somewhere near 87-90 damage per round from 500 goblins, so he will last for two minutes on average, three at best.

This is a character that hs the ability to fight his way through the orc horde that shows up in the Mines of Moria, but he will be horrendously injured doing so.
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