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General Tabletop Discussion
*Pathfinder & Starfinder
Anitomical Damage?
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<blockquote data-quote="IstraRaugir" data-source="post: 5968041" data-attributes="member: 6669195"><p>I've been working on my own homebrew 3.x injury system for a while and it took a different approach. </p><p>Simply put a few fairly rare damage events call for a roll on the injury table: going to 50% HP, 0 HP and when hit by a critical hit or sneak attack (this removes any tedious tracking of limb HP). The injuries themselves are annoying but not crippling: A minor penalty is applied for everything you try with that limb and occasionally a condition effect (dazed from head trauma, loss of speed with injured legs, a bleeding gut wound, etc). These initial injuries heal quickly (say a week or so to fully heal with the penalties gradually reducing). But here's the kicker: these injuries become more drastic if a limb gets 'injured' multiple times. Because while the first injury is just an injury a second hit to that limb disables it; preventing use for a short time and healing over the period of a month (think broken limbs, deep cuts and similar conditions). The third hit leaves the limb beyond saving (except for high level healing magic).</p><p>There are a few things I like about this system: It's easy to implement, you don't have to track a lot of additional things, long term damage is possible but not probable (to PCs anyways), it makes combat feel risky again, it gives players more roleplaying initiative and last but not least: Critting an enemy far below your level usually results in limbs flying <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>I hope this different point of view helps you to evaluate and perhaps improve your own injury system. Then again if you guys spot a flaw in my stuff be sure to point it out.</p></blockquote><p></p>
[QUOTE="IstraRaugir, post: 5968041, member: 6669195"] I've been working on my own homebrew 3.x injury system for a while and it took a different approach. Simply put a few fairly rare damage events call for a roll on the injury table: going to 50% HP, 0 HP and when hit by a critical hit or sneak attack (this removes any tedious tracking of limb HP). The injuries themselves are annoying but not crippling: A minor penalty is applied for everything you try with that limb and occasionally a condition effect (dazed from head trauma, loss of speed with injured legs, a bleeding gut wound, etc). These initial injuries heal quickly (say a week or so to fully heal with the penalties gradually reducing). But here's the kicker: these injuries become more drastic if a limb gets 'injured' multiple times. Because while the first injury is just an injury a second hit to that limb disables it; preventing use for a short time and healing over the period of a month (think broken limbs, deep cuts and similar conditions). The third hit leaves the limb beyond saving (except for high level healing magic). There are a few things I like about this system: It's easy to implement, you don't have to track a lot of additional things, long term damage is possible but not probable (to PCs anyways), it makes combat feel risky again, it gives players more roleplaying initiative and last but not least: Critting an enemy far below your level usually results in limbs flying :D I hope this different point of view helps you to evaluate and perhaps improve your own injury system. Then again if you guys spot a flaw in my stuff be sure to point it out. [/QUOTE]
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