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A d20 Rules Experiment: Damage Thresholds and Wounds
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<blockquote data-quote="apoc527" data-source="post: 686967" data-attributes="member: 10117"><p>Ok, I've been thinking about this a lot recently. I really really really (really) like it, especially for a stock d20 Modern or d20 Future game. It would also work really well for a lower magic D&D game, but it would need some modifications for a Forgotten Realms style setting. </p><p></p><p>I was thinking about making a few changes to your table-</p><p></p><p>First, for Major Damage, I'd double the amount of ability damage done, but turn it back to temporary. I don't see wounds causing "permanent" ability damage. If you can heal from it, however slowly, it deserves to come back at the rate of point per day. Also, I might add 2 results to your Major Damage table (making it a d6 roll instead of a d4). </p><p></p><p>5. Arm Hit! Make a Fort save DC 15 to avoid losing the limb. Failure means the limb is permanently useless. (Details up to GM. A slashing weapon may very well remove the arm, a bludgeoning weapon just turns the bone into powder, etc). </p><p></p><p>6. Leg Hit! Make a Fort save DC 15 to avoid losing limb. Also slows you by a further 5 ft.</p><p></p><p>Or something along those lines. I just think if we're going to add a "critical table" we might as well allow for limbs to be lost. After all, how else are you supposed to justify a cybernetic arm or the use of the spell "regenerate." </p><p></p><p>Either way you do it, this idea is a good one and definitely gives a much grittier feel to an otherwise bland Hit Point system. I think this works really well because it puts the specifics of every wound into the GM's hands, meaning you don't have to worry about rolling hit location every time and using blowthrough and this and that like in other games.</p></blockquote><p></p>
[QUOTE="apoc527, post: 686967, member: 10117"] Ok, I've been thinking about this a lot recently. I really really really (really) like it, especially for a stock d20 Modern or d20 Future game. It would also work really well for a lower magic D&D game, but it would need some modifications for a Forgotten Realms style setting. I was thinking about making a few changes to your table- First, for Major Damage, I'd double the amount of ability damage done, but turn it back to temporary. I don't see wounds causing "permanent" ability damage. If you can heal from it, however slowly, it deserves to come back at the rate of point per day. Also, I might add 2 results to your Major Damage table (making it a d6 roll instead of a d4). 5. Arm Hit! Make a Fort save DC 15 to avoid losing the limb. Failure means the limb is permanently useless. (Details up to GM. A slashing weapon may very well remove the arm, a bludgeoning weapon just turns the bone into powder, etc). 6. Leg Hit! Make a Fort save DC 15 to avoid losing limb. Also slows you by a further 5 ft. Or something along those lines. I just think if we're going to add a "critical table" we might as well allow for limbs to be lost. After all, how else are you supposed to justify a cybernetic arm or the use of the spell "regenerate." Either way you do it, this idea is a good one and definitely gives a much grittier feel to an otherwise bland Hit Point system. I think this works really well because it puts the specifics of every wound into the GM's hands, meaning you don't have to worry about rolling hit location every time and using blowthrough and this and that like in other games. [/QUOTE]
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