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<blockquote data-quote="RangerWickett" data-source="post: 7934474" data-attributes="member: 63"><p>See, I want to go for a system that merges 'fighting spirit' and 'physical wounds.' My belief is that if you make it harder to <em>randomly die</em>, you will not need to make resurrection into a core part of the game. It will make death more meaningful. Also, I want to be able to chop limbs off.</p><p></p><p>Also, I mean, I work at a medical library. The human body doesn't go from 'up and fighting' to 'dead' in 6 seconds, not even a minute. Short of decapitation or brain destruction, your heart might stop, you might lose consciousness, but in a setting with magical healing, people ought to lie seemingly dead for a few minutes and still be available to resuscitate.</p><p></p><p>My rough idea is:</p><p></p><p>You get 3 points of Resolve per day.</p><p></p><p>HP is your ability to stay on your feet and keep defending yourself, so that a 'hit' will just hurt instead of actually delivering a meaningful wound. When you spend an hour to rest, you can spend a point of Resolve to regain all your HP.</p><p></p><p>If you suffer a critical hit, instead of taking extra damage, you suffer a serious wound which lasts for a day. If the critical hit reduces you to 0 HP, instead it's a critical wound which is permanent. If you spend a point of resolve, you reduce it to a light wound, which only lasts until you're able to rest.</p><p></p><p>For a crit, you roll 1d8:</p><p>1 - Head. Target is stunned for one round, and thereafter has a level of Exhaustion that lasts as long as the wound does.</p><p>2 - Eyes. Target is blinded for one round, and thereafter has disadvantage on Perception.</p><p>3 - Mouth. Target is mute for one round, and thereafter can only speak at a low rasp.</p><p>4 - Gear. A piece of armor or weapon is dented (if a light wound), broken (if serious), or destroyed (if critical).</p><p>5 - Left Arm. Target drops what it's holding, and thereafter cannot use that limb.</p><p>6 - Right Arm. Ditto.</p><p>7 - Left Leg. Target falls prone, and thereafter its speed is reduced by 10 feet.</p><p>8 - Right Leg. Ditto.</p><p></p><p>A level 1 cure spell restores a light wound. Level 3 restores serious. Level 4 restores critical.</p><p></p><p>When you're at 0 HP, you are stunned but conscious (so if you regain hit points, you have awareness of the situation). You still make death saves as usual, but if you fail a third, you're not <em>dead</em>. You're just imperiled, and need to receive healing within 5 minutes.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 7934474, member: 63"] See, I want to go for a system that merges 'fighting spirit' and 'physical wounds.' My belief is that if you make it harder to [I]randomly die[/I], you will not need to make resurrection into a core part of the game. It will make death more meaningful. Also, I want to be able to chop limbs off. Also, I mean, I work at a medical library. The human body doesn't go from 'up and fighting' to 'dead' in 6 seconds, not even a minute. Short of decapitation or brain destruction, your heart might stop, you might lose consciousness, but in a setting with magical healing, people ought to lie seemingly dead for a few minutes and still be available to resuscitate. My rough idea is: You get 3 points of Resolve per day. HP is your ability to stay on your feet and keep defending yourself, so that a 'hit' will just hurt instead of actually delivering a meaningful wound. When you spend an hour to rest, you can spend a point of Resolve to regain all your HP. If you suffer a critical hit, instead of taking extra damage, you suffer a serious wound which lasts for a day. If the critical hit reduces you to 0 HP, instead it's a critical wound which is permanent. If you spend a point of resolve, you reduce it to a light wound, which only lasts until you're able to rest. For a crit, you roll 1d8: 1 - Head. Target is stunned for one round, and thereafter has a level of Exhaustion that lasts as long as the wound does. 2 - Eyes. Target is blinded for one round, and thereafter has disadvantage on Perception. 3 - Mouth. Target is mute for one round, and thereafter can only speak at a low rasp. 4 - Gear. A piece of armor or weapon is dented (if a light wound), broken (if serious), or destroyed (if critical). 5 - Left Arm. Target drops what it's holding, and thereafter cannot use that limb. 6 - Right Arm. Ditto. 7 - Left Leg. Target falls prone, and thereafter its speed is reduced by 10 feet. 8 - Right Leg. Ditto. A level 1 cure spell restores a light wound. Level 3 restores serious. Level 4 restores critical. When you're at 0 HP, you are stunned but conscious (so if you regain hit points, you have awareness of the situation). You still make death saves as usual, but if you fail a third, you're not [I]dead[/I]. You're just imperiled, and need to receive healing within 5 minutes. [/QUOTE]
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