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<blockquote data-quote="BeholderBurger" data-source="post: 4790991" data-attributes="member: 5199"><p>I am planning on running a pathfinder campaign soon and I want to introduce a slightly modified combat system which introuced less abstraction and more weapon based effects. I have been messing about with a system which utilizes the existing system of hitpoints and saving throws. Essentially hitpoints become 'fatigue points' which do not reflect actual physical damage but the physical pressure of combat. When a weapon normally hits and does damage the attacker rolls it as normal and deducts it as normal from the fatigue point total relfecting that this attack was particularly succesful at putting pressure on the defendant. The defender then makes a Wound check. The wound check is a saving throw of the defendants choice against DC 15 is made and if they fail then they receive a wound. The defender chooses the saving throw to defend with to allow them to play to their strengths. Reflex obviously is a dodge, Fortitude is physical ability to shrug off a painful strike and Will is the mental equivalant of Fortitude. Once a wound has been incurred I considered the idea of different wound types based on the type of damage that the weapon deals i.e Puncture, Slashing, Crushing. So a puncure may deal bleed damage over time, slashing may reduce movement and crushing may cause stunning or knockdown. A critical hit would automatically deal a wound bypasing the wound check. When a combatant reaches zero "fatigue points" they automatically take wounds when hit. A combatant who receives a wound when at zero FP's would be knocked unconcious and start to die as per normal rules.</p><p></p><p>Any comments regarding the above would be appreciated. I realise that saviong throws become more important under this system so would appreciate peoples ideas on how the existing progression of saving throws are unbalances by this new system.</p><p></p><p>Dyson, I like your system for pain and wounds. I think im gonna try out your table in conjunction with my ideas above and see how it works. I reckon it would be simpe yet effective although I plan to involve different weapon effects on wounds just cause I love the idea.</p></blockquote><p></p>
[QUOTE="BeholderBurger, post: 4790991, member: 5199"] I am planning on running a pathfinder campaign soon and I want to introduce a slightly modified combat system which introuced less abstraction and more weapon based effects. I have been messing about with a system which utilizes the existing system of hitpoints and saving throws. Essentially hitpoints become 'fatigue points' which do not reflect actual physical damage but the physical pressure of combat. When a weapon normally hits and does damage the attacker rolls it as normal and deducts it as normal from the fatigue point total relfecting that this attack was particularly succesful at putting pressure on the defendant. The defender then makes a Wound check. The wound check is a saving throw of the defendants choice against DC 15 is made and if they fail then they receive a wound. The defender chooses the saving throw to defend with to allow them to play to their strengths. Reflex obviously is a dodge, Fortitude is physical ability to shrug off a painful strike and Will is the mental equivalant of Fortitude. Once a wound has been incurred I considered the idea of different wound types based on the type of damage that the weapon deals i.e Puncture, Slashing, Crushing. So a puncure may deal bleed damage over time, slashing may reduce movement and crushing may cause stunning or knockdown. A critical hit would automatically deal a wound bypasing the wound check. When a combatant reaches zero "fatigue points" they automatically take wounds when hit. A combatant who receives a wound when at zero FP's would be knocked unconcious and start to die as per normal rules. Any comments regarding the above would be appreciated. I realise that saviong throws become more important under this system so would appreciate peoples ideas on how the existing progression of saving throws are unbalances by this new system. Dyson, I like your system for pain and wounds. I think im gonna try out your table in conjunction with my ideas above and see how it works. I reckon it would be simpe yet effective although I plan to involve different weapon effects on wounds just cause I love the idea. [/QUOTE]
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