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Community
General Tabletop Discussion
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Critical Effects: Critiques Wanted
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<blockquote data-quote="DnDChick" data-source="post: 28026" data-attributes="member: 54"><p>I understand your suggestions, and see how they could improve the realism of the system, but I think it would bog things down a bit for a DM to have to account for all those situations and modifiers. Not to mention the bookkeeping of having the players keep track of all their bleeding. I tried to do this as much as possible, all the while keeping it simple, by listing specific effects for each of the different types of damage. For example, I could have given Fire crits a higher injury penalty, since burns are so incredibly painful, but I elected not to for the sake of simplicity and speed.</p><p></p><p>And in Rolemaster, bleeding a few HP per round wasnt such a catastrophe when even a 1st level character could have upwards of 30 or 40 hit points. To get the same effect in DnD you would have to change it to bleeding 1hp ever 3rd or 4th round (most RM characters have about 3.5 times the hp of their DnD counterparts). Also, adding the 1hp per round of bleeing essentially gives all slashing weapons the "of wounding" magical ability and imbalances slashers in favor of other weapons. The same holds for bludgeoning weapons automatically dazing victims. The bleeding rules wont sway things too much at higher levels when characters are wielding dozens of hit points, but at lower levels, a fighter could bleed to death very quickly. Real? Yup. Fair? Not exactly, given the number of fights PCs encounter. </p><p></p><p>And as for jumping around in the wound descriptions, I separated out the various effects to make it easier for a DM to simply ignore things like fractures and severs if he wanted to. Im trying to arrange this so a Dm can use as much or as little of it as he wants.</p><p></p><p>I will make the grammatical change you suggested though!</p></blockquote><p></p>
[QUOTE="DnDChick, post: 28026, member: 54"] I understand your suggestions, and see how they could improve the realism of the system, but I think it would bog things down a bit for a DM to have to account for all those situations and modifiers. Not to mention the bookkeeping of having the players keep track of all their bleeding. I tried to do this as much as possible, all the while keeping it simple, by listing specific effects for each of the different types of damage. For example, I could have given Fire crits a higher injury penalty, since burns are so incredibly painful, but I elected not to for the sake of simplicity and speed. And in Rolemaster, bleeding a few HP per round wasnt such a catastrophe when even a 1st level character could have upwards of 30 or 40 hit points. To get the same effect in DnD you would have to change it to bleeding 1hp ever 3rd or 4th round (most RM characters have about 3.5 times the hp of their DnD counterparts). Also, adding the 1hp per round of bleeing essentially gives all slashing weapons the "of wounding" magical ability and imbalances slashers in favor of other weapons. The same holds for bludgeoning weapons automatically dazing victims. The bleeding rules wont sway things too much at higher levels when characters are wielding dozens of hit points, but at lower levels, a fighter could bleed to death very quickly. Real? Yup. Fair? Not exactly, given the number of fights PCs encounter. And as for jumping around in the wound descriptions, I separated out the various effects to make it easier for a DM to simply ignore things like fractures and severs if he wanted to. Im trying to arrange this so a Dm can use as much or as little of it as he wants. I will make the grammatical change you suggested though! [/QUOTE]
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