Lanefan
Victoria Rules
Only if the attack hits. The poison has to have been potentially delivered in order for a saving throw to even be required.As Gygax explains in his DMG, only if the attack hits and the saving throw fails. Not in general.
Only if the attack hits. The poison has to have been potentially delivered in order for a saving throw to even be required.As Gygax explains in his DMG, only if the attack hits and the saving throw fails. Not in general.
that’s fine, I am not going to pretend that it is the least bit realistic.Unlike @TwoSix, I find this posited world just too ridiculous to take seriously in my RPGing.
mostly exhaustion I guess, if you need a real-world equivalentTo me, this seems to raise the same silliness issue. If hit points are a "thing" that get ablated in combat, such that when you run out of them you die; but having them ablated doesn't affect your physical capabilities; then what the heck are they?
avoiding / blocking a greatsword takes more effort, plus it might deal more damage to the non-exhaustion part of HPsAnd why does a greatsword take away more of them than a dagger?
which is what, a measure for whether you can keep on fighting? And you think people would not be aware of that measure or could gauge it pretty accurately? I fully expect them tothe 4e implementation of that treatment makes the most sense.
and I expect most of them to not go adventuring in the first place, why would theyThird, assuming a typical degree of lethality in the adventuring side of the game/setting, most of the low-level mages (or low-level anyones) who set out into the field don't come back.
Sure, although generally only when we’ve obviously switched into an OOC meta channel discussion.But presumably the players communicate their remaining hp to one another? As part of the rationing of healing resources, making choices about whether to retreat/avoid, etc.
That's not what Gygax says in his PHB, if the attack hits but the saving throw succeeds, then there is no need to narrate the hit point loss as actual injury.Only if the attack hits. The poison has to have been potentially delivered in order for a saving throw to even be required.
As you know, I use the Level Up rules as my base. I have run multiple games in various fantasy and sci-fi settings of my own creation, and magic (or psionics in the case of the sci-fi games) has simply not been all that prevalent in most of them. Certainly not ubiquitous, which is what "high magic" is to me. Part of that is the higher number of non-magical classes available in that game, but also I just don't often use a lot of magical NPCs.that’s great, but my claim was not that whatever system you are concocting would not lead to a low magic setting, it was that when basing the setting on 5e rules it would be high magic![]()
For sure. My current, more supernatural, approach was based on taking the 5e rules around injury and dying, and classes and levels, as essentially true, and asking what sort of setting narration would frame those rules within the fiction without requiring a meta layer intermediary narration.that’s great, but my claim was not that whatever system you are concocting would not lead to a low magic setting, it was that when basing the setting on 5e rules it would be high magic![]()
Supernatural resilience.To me, this seems to raise the same silliness issue. If hit points are a "thing" that get ablated in combat, such that when you run out of them you die; but having them ablated doesn't affect your physical capabilities; then what the heck are they?
That's absolutely true. Perfect sim is impossible. But acceptable sim, for me, definitely is. As far as picking your battles goes, I will fight against narrative conceits in general and PC exceptionalism in specific every time.
What is there to fight about? As you’ve said, you’ve run multiple fantasy and sci-fi games of your own creation with modern rulesets. That sounds like you’ve won.That's absolutely true. Perfect sim is impossible. But acceptable sim, for me, definitely is. As far as picking your battles goes, I will fight against narrative conceits in general and PC exceptionalism in specific every time.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.