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<blockquote data-quote="Laurefindel" data-source="post: 7887106" data-attributes="member: 67296"><p>I'm starting a new game (as DM) <a href="http://www.girlgeniusonline.com/" target="_blank">based on a comic-strip (graphic novel really)</a> set in the world of Eberron.</p><p></p><p>For this game I am departing from my usual "more-medieval-than-the-usual-D&D" style toward a more pulp action, comic-style approach. In the graphic novel, characters (both heroes and villains) get beat-up, knocked down, wounded, knocked out, seriously wounded, and then get-up in the next scene visibly injured but otherwise functional.</p><p></p><p>This works perfectly within the abstract hit point system, but I'm looking for a way that emulates the fact that major characters and villains can be defeated (if only long enough for their opponent to run away) without being necessarily killed. In other words, I'm looking for a houserule that redefines what happens when a character reaches 0 hp. Ideally, death should still a possible outcome (just not the only one), and temporarily debilitating injuries could be a thing. The setting is rich (and could be made richer if necessary) in potions, drugs, stimulants, prosthesis etc. to overcome what would otherwise be too heavy for my regular type of campaign.</p><p></p><p>I took notes from the various hp threads, but I'm curious to know what you would suggest for this game specifically (not necessarily any D&D game). I'm also open to other suggestions pertaining to that genre.</p><p></p><p>'findel</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 7887106, member: 67296"] I'm starting a new game (as DM) [URL='http://www.girlgeniusonline.com/']based on a comic-strip (graphic novel really)[/URL] set in the world of Eberron. For this game I am departing from my usual "more-medieval-than-the-usual-D&D" style toward a more pulp action, comic-style approach. In the graphic novel, characters (both heroes and villains) get beat-up, knocked down, wounded, knocked out, seriously wounded, and then get-up in the next scene visibly injured but otherwise functional. This works perfectly within the abstract hit point system, but I'm looking for a way that emulates the fact that major characters and villains can be defeated (if only long enough for their opponent to run away) without being necessarily killed. In other words, I'm looking for a houserule that redefines what happens when a character reaches 0 hp. Ideally, death should still a possible outcome (just not the only one), and temporarily debilitating injuries could be a thing. The setting is rich (and could be made richer if necessary) in potions, drugs, stimulants, prosthesis etc. to overcome what would otherwise be too heavy for my regular type of campaign. I took notes from the various hp threads, but I'm curious to know what you would suggest for this game specifically (not necessarily any D&D game). I'm also open to other suggestions pertaining to that genre. 'findel [/QUOTE]
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