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General Tabletop Discussion
*Dungeons & Dragons
Critical Effects: Critiques Wanted
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<blockquote data-quote="Dieter" data-source="post: 23772" data-attributes="member: 144"><p>We have a house rule regarding wounds and blood loss.</p><p></p><p>Anytime a character takes more than half of their current HP in damage, they have to make a FORT save (DC 10). If they succeed, no gave effect, their mighty constitution allows them to shirk off the effects of a nasty wound.</p><p></p><p>If they fail, the PC receives a -2 to all checks for the duration of combat. It is reflective of the fatigue and blood loss associated with continuous combat. </p><p></p><p>Future failures are CUMULATIVE, with a further -2 for each failed save. This is reflective of the grievous nature of multiple stab wounds, bruises, spell effects. The character is slowly bleeding to death and going unconscious.</p><p></p><p>(i.e. Conan has 100 HP at the beginning of first round. A demon attacks him, scoring a nasty critical doing 51HP of damage. Conan takes over half his HP and must make his FORT save. He rolls a 2, and despite his mighty CON, Krom is not with him this round. Conan is now at -2 to all checks, attacks, etc. Next round, the demon decides to do a tail attack on Conan, another mighty hit against our hero, doing 20pts of damage...not over half of Conan's current HP, so it's all good. The next round the demon batters Conan (yeah, Conan is having a bad day) for another 20pts of damage. Having only 29HP after the last attack, Conan makes his check and fails again. Conan is now at -4 to all future rolls. Conan now ponders what Krom is like and prepares to meet him on the other side.) </p><p></p><p>Note: This favors fighters and the like with high FORT saves, which makes sense since they are the ones who should be taking the hits for the party. Wizards beware.</p></blockquote><p></p>
[QUOTE="Dieter, post: 23772, member: 144"] We have a house rule regarding wounds and blood loss. Anytime a character takes more than half of their current HP in damage, they have to make a FORT save (DC 10). If they succeed, no gave effect, their mighty constitution allows them to shirk off the effects of a nasty wound. If they fail, the PC receives a -2 to all checks for the duration of combat. It is reflective of the fatigue and blood loss associated with continuous combat. Future failures are CUMULATIVE, with a further -2 for each failed save. This is reflective of the grievous nature of multiple stab wounds, bruises, spell effects. The character is slowly bleeding to death and going unconscious. (i.e. Conan has 100 HP at the beginning of first round. A demon attacks him, scoring a nasty critical doing 51HP of damage. Conan takes over half his HP and must make his FORT save. He rolls a 2, and despite his mighty CON, Krom is not with him this round. Conan is now at -2 to all checks, attacks, etc. Next round, the demon decides to do a tail attack on Conan, another mighty hit against our hero, doing 20pts of damage...not over half of Conan's current HP, so it's all good. The next round the demon batters Conan (yeah, Conan is having a bad day) for another 20pts of damage. Having only 29HP after the last attack, Conan makes his check and fails again. Conan is now at -4 to all future rolls. Conan now ponders what Krom is like and prepares to meet him on the other side.) Note: This favors fighters and the like with high FORT saves, which makes sense since they are the ones who should be taking the hits for the party. Wizards beware. [/QUOTE]
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