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Post by Zoltan! on Nov 4, 2015 10:46:04 GMT -7
Greetings All... I wanted to start a separate thread dealing with "grittiness" in campaigns. For starters, attached are my ideas for Lingering Wounds. I want combat to be fearful, but the Lingering Wounds rules from the DMG just don't work for me. I've looked at "Death & Dismemberment" tables from all over the place, but they all seem even more brutal. I want some wounds to just NOT be curable instantly by magic - only time and care can fix some things. I'm starting with the presumption that most HP represent fatigue, bruises, etc., and that "real" wounds don't start until you are very low on HP - and even the vast majority of those are abstracted via the RAW. I don't want EVERY Critical Hit to be devastating; and I don't think that being reduced to zero HP necessarily means you have horrible, nasty, gaping wounds. I also want my players to have some say in their own fate, hence the idea of "Shaking Off" some damage from a hit (in return for a chance of something really bad happening). I hope it will make combat both more heroic and more fearful! Please Note: this is my first playtest version (I'm going to try it out in my "regular" campaign this weekend). Comments are encouraged! Also note, there is a reference to an "Extended Rest"... this is a new rest type I am working on; details to follow. Thus, I present, the Zoltan! Serious Wound rules: Attachments:Serious Wounds.docx (17.01 KB)
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Post by finieous on Nov 5, 2015 8:38:36 GMT -7
Would you consider tying the serious wounds roll in some way to the amount of damage that is shaken off? Because the serious wounds risk is independent of the amount of damage mitigated, it seems you'll be more likely to want to "shake off" really bad hits and less likely to want to "shake off" more minor hits, which seems rather backwards.
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Post by Zoltan! on Nov 5, 2015 9:07:29 GMT -7
Finieous,
I understand what you are saying. My goal is to work in a way to have some wounds that only time will heal; maybe "Shaking it Off" is the wrong term... "Press On Regardless" might convey my intent better.
I do believe that in reality it would be easier to shake off a minor amount of damage, but I didn't intend this to be an option for every hit a character takes - I want a player to say when he gets hit hard: "OMG, that hurts! I don't think I want to absorb that big a hit at this point of the combat, I'll choose to take half damage right now but accept the risk that it might REALLY hurt in a bit". I want it to be a difficult, but sometimes necessary decision, that a player sweats over.
If allowing players to shake off any hit, maybe a CON Check to avoid the wound table altogether; where the DC is based on how much damage was "shaken off" in a combat? Or, a die roll modifier on the wound chart, increasing the chance of "no Additional effect", for wounds that don't cause much HP loss?
Bill W.
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Post by spiderguy on Jan 27, 2016 0:30:18 GMT -7
Maybe, add their Con bonus to the wound chart roll
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