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Author Topic: Potential changes for version 7.  (Read 579 times)

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imported_Rasyr

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Potential changes for version 7.
« on: November 27, 2011, 02:02:27 PM »
Over on another forum, I was discussing Novus with a fellow when he made a suggestion of having me look at another set of rules (home grown rules that modified D&D from way way back...).

Anyways, in doing so, I saw a couple of things that intrigued me and I wanted to discuss potential changes with you guys before I implemented them...

Combat Skill -- As it currently stands, we have every 5 ranks in your best melee skill giving a +1 to your DEF.

One of the ideas in this other set of rules included damage reduction from armor, and basic in both on the armor itself AND on the character's level. Now, we don't have very much that depends on level, but since we have this bonus to DEF based on the melee skill, why not have it apply to AR as well? It would be recorded on the same row as the bonus to DEF since it comes from the same spot.

And it would basically represent the character being able to roll with the blow to reduce the damage slightly.

Note: I really like this idea and I want to add it to the rules, but I might be missing some sort of pitfall - hence, asking to see if I am missing anything that you guys might see...

Base Damage -- The more I think about this, the more I think that perhaps Base Damage is a bit too low. Those other rules I looked at would have had weapons doing about 5-8 times what Novus weapons/attacks do now. Personally, I was thinking about increasing the Base Damage of weapons and spells by about 50% of what they are now.

On this, I am thinking that that might still be too much. That I may only need to increase damages by 2 points across the board.

What I am wanting is opinions from you guys on this.

Thanks



Offline Fidoric

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Potential changes for version 7.
« Reply #1 on: November 27, 2011, 09:50:39 PM »
Reagerding your two points :

1. I don't think that a bonus to AR is necessary. After all, increasing your DEF decrease the damage you receive too.
2. I feel that increasing a bit base damages for weapon would be a good thing. I wonder if you could use a stat bonus for that. Strength comes to mind for most weapons, but dexterity should be good for light weapons (daggers, rapiers...) and could even stress their uniqueness. WHy do quick and agile characters use a rapiers ? Because they are more efficient with them than with a heavy longsword. Funny, but it could be rather close to v0.1 (damage were base+scaled+stat back then).

I think that those two points are kind of antithetic though. I don't see the point of increasing both damages and AR.
I do not have any time at the moment to playtest any of this so my opinion is just theoretical.

imported_Rasyr

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Potential changes for version 7.
« Reply #2 on: November 27, 2011, 10:36:20 PM »
How about a defensive maneuver, "Roll with the Blow" that can be used to decrease damage received? (I am thinking about a way to allow quick/agile lightly armored foes some chance to avoid taking quite as much damage....

Offline Fidoric

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Potential changes for version 7.
« Reply #3 on: November 28, 2011, 09:48:07 PM »
It could be a combat move, limited to no armor or leather armor. I still think that this ability to soak damages is well simulated by highest defense and dodge maneuvers.

Offline samwise7

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Potential changes for version 7.
« Reply #4 on: December 07, 2011, 03:12:56 AM »
AR seemed a bit too high in my playtest, but alas my group fell apart so I haven't playtested the more current versions.  I would be careful on how you change AR through, as I've seen it be a little problematic in other RPGs. 

imported_Rasyr

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Potential changes for version 7.
« Reply #5 on: December 07, 2011, 03:16:57 AM »
For right now, I am NOT going to implement any of the above...