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General Tabletop Discussion
D&D Older Editions
Wound System - Inspired by Shadowdark
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<blockquote data-quote="Enrahim2" data-source="post: 8961616" data-attributes="member: 7039850"><p>You really like your death buffers dont you? First a hp buffer, then a wounds buffer and then a death save buffer. The somewhat new thing here compared to other shield/hull based buffer systems I have seen is that you already at the wound stage essentially throw away the entire damage roll system. The save while wounded part seem more like a sort of ekstra death save.</p><p></p><p>So as this appear to be the main thing that set this appart to me, could you reason why you think this is better than the more common slow to heal wound points system you start chipping at once hp is gone. Or alternatively get rid of the entire damage system as many systems have done, and just count number of hits also in the "HP buffer" range?</p><p></p><p>I have to say that I am strongly in favor of systems that puts characters in a situation they have "lost", and still get a chance to get away. However I don't think this system provides that. If a character enters the wounded zone, the group is still about as stuck from running away, as if the character had fallen unconcious. The character could fall unconcious at them at any unopportune point during the flight, leaving the party in a potentially worse tactical position, and one offensive party member down compared to if they just stay and fight.</p><p></p><p>In other words, this seem too likely to create Boromir scenes - party doing a foolishly heroic last stand despite the odds clearly not being in their favor. You still need to split the party in advance to avoid TPK <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>(Encounter balance also can become a lot harder due to the increased random swinginess in that the first "death save" not only brings an already unconcious character closer to death, but also determines if they get a full turn of actions or not. This make this save disproportionately important in determining the overall feel of challenge of the encounter)</p></blockquote><p></p>
[QUOTE="Enrahim2, post: 8961616, member: 7039850"] You really like your death buffers dont you? First a hp buffer, then a wounds buffer and then a death save buffer. The somewhat new thing here compared to other shield/hull based buffer systems I have seen is that you already at the wound stage essentially throw away the entire damage roll system. The save while wounded part seem more like a sort of ekstra death save. So as this appear to be the main thing that set this appart to me, could you reason why you think this is better than the more common slow to heal wound points system you start chipping at once hp is gone. Or alternatively get rid of the entire damage system as many systems have done, and just count number of hits also in the "HP buffer" range? I have to say that I am strongly in favor of systems that puts characters in a situation they have "lost", and still get a chance to get away. However I don't think this system provides that. If a character enters the wounded zone, the group is still about as stuck from running away, as if the character had fallen unconcious. The character could fall unconcious at them at any unopportune point during the flight, leaving the party in a potentially worse tactical position, and one offensive party member down compared to if they just stay and fight. In other words, this seem too likely to create Boromir scenes - party doing a foolishly heroic last stand despite the odds clearly not being in their favor. You still need to split the party in advance to avoid TPK ;) (Encounter balance also can become a lot harder due to the increased random swinginess in that the first "death save" not only brings an already unconcious character closer to death, but also determines if they get a full turn of actions or not. This make this save disproportionately important in determining the overall feel of challenge of the encounter) [/QUOTE]
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