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Community
General Tabletop Discussion
*Pathfinder & Starfinder
A few cinematic combat rules
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<blockquote data-quote="Minigiant" data-source="post: 4894654" data-attributes="member: 63508"><p>Feedback is appreciated. I'd like to get these rules to be interesting and working before our game falls over one of them.</p><p> </p><p>Yeah, there are a few typos and missing things (because I tend to write when tired and attempt to edit and paste it later) </p><p> </p><p>#1 is supposed to represent the falling and stumbling that that reminds players that you've either been hurt or you were lucky to doge that attack.</p><p> </p><p>#2 is supposed to use the attacker's highest mod. It's the whole "I punch/tripped/blasted you accross the room" effect. Work well with our low level characters but maybe a nonvariable number might be better. Like 3 squares.</p><p> </p><p>I didn't think up of #3. Wasn't my idea. I presonally don't like it much but I felt I couldn't just leave it out. </p><p> </p><p>#4 is worded poorly. Very much so.</p><p> </p><p>If you successfully make a death saving throw, you are no longer unconscious and are dazed instead. You do not gain HP unless you spend a healing surge due to rolling a 20 or higher on your death saving throw. You are still dying if you have 0 or fewer HP and must continue to make death saving throws until you are no longer dying.</p><p> </p><p>It's supposed to give the feel on a dying person getting up, doing a few actions, then collapsing into death later. Makes for an awesome death.</p><p> </p><p>For #5, 10 HP is a number that is easy to remember, not eaily skipped over by damage, doesn't affect higher level characters too much. We tried 5HP, but no one ever sat between 1-4 HP. They usually went straight to dying. Percentages between 10-20% were skipped over too often also. </p><p> </p><p>As for the dazed part, maybe slowed is better.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 4894654, member: 63508"] Feedback is appreciated. I'd like to get these rules to be interesting and working before our game falls over one of them. Yeah, there are a few typos and missing things (because I tend to write when tired and attempt to edit and paste it later) #1 is supposed to represent the falling and stumbling that that reminds players that you've either been hurt or you were lucky to doge that attack. #2 is supposed to use the attacker's highest mod. It's the whole "I punch/tripped/blasted you accross the room" effect. Work well with our low level characters but maybe a nonvariable number might be better. Like 3 squares. I didn't think up of #3. Wasn't my idea. I presonally don't like it much but I felt I couldn't just leave it out. #4 is worded poorly. Very much so. If you successfully make a death saving throw, you are no longer unconscious and are dazed instead. You do not gain HP unless you spend a healing surge due to rolling a 20 or higher on your death saving throw. You are still dying if you have 0 or fewer HP and must continue to make death saving throws until you are no longer dying. It's supposed to give the feel on a dying person getting up, doing a few actions, then collapsing into death later. Makes for an awesome death. For #5, 10 HP is a number that is easy to remember, not eaily skipped over by damage, doesn't affect higher level characters too much. We tried 5HP, but no one ever sat between 1-4 HP. They usually went straight to dying. Percentages between 10-20% were skipped over too often also. As for the dazed part, maybe slowed is better. [/QUOTE]
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A few cinematic combat rules
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