H.Flashman
First Post
don't know how many of you are familiar with the Midnight setting published by Fantasy Flight games but its basically a game where the Heroes cannot count on support from the armies of the good, or aid from noble aristocrats nor even a stale cabbage to fill their bellies from the poorest of commoners. The forces of evil have over taken much of the land and their ruthless oppression makes everyone who does not pay them succour quake in their boots.
Well the PCs, in my campaign, are going to be playing guerillas foiling the supply line of the Orcish hordes and their Warrior-Preist masters. The game is going to be one of stealth, hit-and-run tactics, assassination, and sabotage.
To that end I will be changing a few minor rules:
Massive Damage:
If a single hit does 25 points of damage to a flat-footed target (?only on the first round of combat??) then that target must make a Fortitude Save vs a DC of 15 or immediately be dropped to -1 hit points. The target will contintue to bleed out or stabilize as normal ( 1 hp per round or 10% Stabilization per round).
If a target is not flat-footed then the standard massive Damage threshold applies ( 50 hp of damage in one attack)
This change necessitates a few changes to some feats:
Toughness: In addition to adding 3 hp to your Hit Point total you gain an additional 3 points to your massive damage threshold.
Endurance: in Addition to its normal benefits you may add your Constitution modifer to your Massive Damage Threshold.
Iron Will: In addition to gaining a +2 bonus to your Will saves you may now add your Wisdom modifier rather than your Constitution modifier to your Fortitude save vs Massive Damage.
Subduing an Unaware Target:
If your target is unaware of your presence ( fails his Listen and Spot checks) then you make a knockout blow using non-lethal attacks at standard penalties (usually -4). The target so struck must them make a Fortitude save vs a DC equal to the Damage dealt (minimum of 10) or fall unconscious. If the target rolls a one on his save then he is able to make an utterance or otherwise alert an ally before succumbing.
Healing:
Mundane Healing works normally but magical healing functions differently in a Stealth game.
All "Cure" spells heal the least amount of damage possible for each spell cast if cast upon a awake or dying target. Once the target gets a full 8 hours of sleep the target recovers Hit Points as if the Spell previously cast upon him had been maximized. Ex: Tordek loses 25 HP in combat so Jozan casts a Cure Serious Wounds upon him. Jozan is 8th Level thus his spell normally cures 3d8+8 hp of Damage. Since it is noon and long before tordek can get any rest the spell gives Tordek only 11 HP ( 3d8+8= 3+8==11). Once Tordek can find some lodging the spell does the rest of its work and inthe morning the fighter wakes hale and hearty with an additional 21 hp healed. ( Maximized Cure Serious Wounds minus the 11 points that had already been allocated).
This serves two purposes. It makes it a bit grittier and keep the PCs from avoiding the stealth-driven heart of the game.
Hide and Move Silently:
These both become class skills for every class although the Bard, Ranger and Rogue gain the Bonus feat: Stealthy at 2nd level.
Other rules:
Orcs and Dwarves both gaina +1 bonus to All saves vs Massive Damage.
Feats:
Hard To Kill:
Pre: Con 13, Endurance
Benefit: You gain a second save to avoid death from massive damage albeit the second save receives a -2 penalty.
Silent Slayer:
Pre: Move Silently 8 Ranks
Benefits: So long as your surprise your opponent and he fails to save vs Massive Damage then your opponent dies without a peep and you lay his body so gently upon the ground that not even the most keen-earned elf could hear you.
Normal: You must make an opposed Move Silently Roll vs the Listen skill of any opponent in ear shot.
Subdual Strike:
Pre: Sneak Attack Class ability
Benefit: You may treat your sneak attack damage dice as non-lethal damage. You still suffer the -4 penalty to hit with a non-subdual weapon.
Normal: Unless using a sap Sneak Attack damage is always lethal.
Do these seem balanced or broken? Are there other aspects of a stealth based game that I am forgetting?
Well the PCs, in my campaign, are going to be playing guerillas foiling the supply line of the Orcish hordes and their Warrior-Preist masters. The game is going to be one of stealth, hit-and-run tactics, assassination, and sabotage.
To that end I will be changing a few minor rules:
Massive Damage:
If a single hit does 25 points of damage to a flat-footed target (?only on the first round of combat??) then that target must make a Fortitude Save vs a DC of 15 or immediately be dropped to -1 hit points. The target will contintue to bleed out or stabilize as normal ( 1 hp per round or 10% Stabilization per round).
If a target is not flat-footed then the standard massive Damage threshold applies ( 50 hp of damage in one attack)
This change necessitates a few changes to some feats:
Toughness: In addition to adding 3 hp to your Hit Point total you gain an additional 3 points to your massive damage threshold.
Endurance: in Addition to its normal benefits you may add your Constitution modifer to your Massive Damage Threshold.
Iron Will: In addition to gaining a +2 bonus to your Will saves you may now add your Wisdom modifier rather than your Constitution modifier to your Fortitude save vs Massive Damage.
Subduing an Unaware Target:
If your target is unaware of your presence ( fails his Listen and Spot checks) then you make a knockout blow using non-lethal attacks at standard penalties (usually -4). The target so struck must them make a Fortitude save vs a DC equal to the Damage dealt (minimum of 10) or fall unconscious. If the target rolls a one on his save then he is able to make an utterance or otherwise alert an ally before succumbing.
Healing:
Mundane Healing works normally but magical healing functions differently in a Stealth game.
All "Cure" spells heal the least amount of damage possible for each spell cast if cast upon a awake or dying target. Once the target gets a full 8 hours of sleep the target recovers Hit Points as if the Spell previously cast upon him had been maximized. Ex: Tordek loses 25 HP in combat so Jozan casts a Cure Serious Wounds upon him. Jozan is 8th Level thus his spell normally cures 3d8+8 hp of Damage. Since it is noon and long before tordek can get any rest the spell gives Tordek only 11 HP ( 3d8+8= 3+8==11). Once Tordek can find some lodging the spell does the rest of its work and inthe morning the fighter wakes hale and hearty with an additional 21 hp healed. ( Maximized Cure Serious Wounds minus the 11 points that had already been allocated).
This serves two purposes. It makes it a bit grittier and keep the PCs from avoiding the stealth-driven heart of the game.
Hide and Move Silently:
These both become class skills for every class although the Bard, Ranger and Rogue gain the Bonus feat: Stealthy at 2nd level.
Other rules:
Orcs and Dwarves both gaina +1 bonus to All saves vs Massive Damage.
Feats:
Hard To Kill:
Pre: Con 13, Endurance
Benefit: You gain a second save to avoid death from massive damage albeit the second save receives a -2 penalty.
Silent Slayer:
Pre: Move Silently 8 Ranks
Benefits: So long as your surprise your opponent and he fails to save vs Massive Damage then your opponent dies without a peep and you lay his body so gently upon the ground that not even the most keen-earned elf could hear you.
Normal: You must make an opposed Move Silently Roll vs the Listen skill of any opponent in ear shot.
Subdual Strike:
Pre: Sneak Attack Class ability
Benefit: You may treat your sneak attack damage dice as non-lethal damage. You still suffer the -4 penalty to hit with a non-subdual weapon.
Normal: Unless using a sap Sneak Attack damage is always lethal.
Do these seem balanced or broken? Are there other aspects of a stealth based game that I am forgetting?