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d20 Modern Damage Rules Problems
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<blockquote data-quote="comrade raoul" data-source="post: 479908" data-attributes="member: 554"><p>I've got two main problems with the damage rules as they're articulated in d20 modern. First, I'm annoyed that <strong>any</strong> amount of massive damage is a relative non-issue (apart from HP damage) for characters with really good Fortitude saves. On a related note, characters with really good Fortitude saves can also practically never be knocked out (regardless as to how much non-lethal damage they take). The second problem has to do with large amounts of non-lethal damage; for a Constitution 12 character, he's in just as good a state after suffering a hundred punches for 11 points of non-lethal damage each as he is before suffering any, but a punch for 13 points of non-lethal damage is quite likely to knock him out in one strike. Characters can't wear each other down with non-lethal damage, and I think this is a problem.</p><p></p><p>I want to circumvent these problems with two rules: extreme damage and pummeling. Thoughts? Are these balanced?</p><p></p><p><strong>Extreme Damage:</strong> For every 5 points of damage in excess of 20 or the character's maximum damage threshold (whichever is greater), the Fortitude save DC increases by +1. This also applies to extreme non-lethal damage for determining whether or not the character is knocked out.</p><p></p><p><strong>Pummeled:</strong> Characters who take more non-lethal damage than their current hit points in a single encounter are <em>pummeled.</em> They are limited to one attack or move action per round. </p><p>Whenever a pummeled character suffers non-lethal damage, resolve the damage according to the total damage that the character suffered while being pummeled, not that attack. In other words, non-lethal damage is cumulative for a pummeled character. Even the toughest characters can be knocked out, even if only after taking prodigious amounts of non-lethal damage.</p><p>For example, suppose Bruno is in a brawl against four other characters and is losing badly. He took enough non-lethal damage to become pummeled in the prior round, but hasn't suffered any damage since then. In this round, he's punched three times, for 6, 4, and 7 points of damage. Since he has a Constitution of 16, he is unaffected by the first two punches, but, because he's pummeled, the third punch is treated as if it caused 17 points of damage (6+4+7) and thus exceeds his massive damage threshold. However, he makes his Fortitude save and remains conscious.</p><p>In next round, however, he's hit by four more punches, for 5, 3, 8, and 4 points of damage. Because the last punch is treated as though it caused 37 points of non-lethal damage (6+4+7+5+3+8+4), Bruno's Fortitude save DC is increased to 18 due to the extreme damage rules. He fails that save, and is down for the count.</p><p>A character can always catch his breath as a full-round action. Doing so eliminates 1d6 + his level + his Con modifier points of non-lethal damage for purposes of determining whether a character is pummeled, or what his damage total is once he's pummeled.</p></blockquote><p></p>
[QUOTE="comrade raoul, post: 479908, member: 554"] I've got two main problems with the damage rules as they're articulated in d20 modern. First, I'm annoyed that [b]any[/b] amount of massive damage is a relative non-issue (apart from HP damage) for characters with really good Fortitude saves. On a related note, characters with really good Fortitude saves can also practically never be knocked out (regardless as to how much non-lethal damage they take). The second problem has to do with large amounts of non-lethal damage; for a Constitution 12 character, he's in just as good a state after suffering a hundred punches for 11 points of non-lethal damage each as he is before suffering any, but a punch for 13 points of non-lethal damage is quite likely to knock him out in one strike. Characters can't wear each other down with non-lethal damage, and I think this is a problem. I want to circumvent these problems with two rules: extreme damage and pummeling. Thoughts? Are these balanced? [b]Extreme Damage:[/b] For every 5 points of damage in excess of 20 or the character's maximum damage threshold (whichever is greater), the Fortitude save DC increases by +1. This also applies to extreme non-lethal damage for determining whether or not the character is knocked out. [b]Pummeled:[/b] Characters who take more non-lethal damage than their current hit points in a single encounter are [i]pummeled.[/i] They are limited to one attack or move action per round. Whenever a pummeled character suffers non-lethal damage, resolve the damage according to the total damage that the character suffered while being pummeled, not that attack. In other words, non-lethal damage is cumulative for a pummeled character. Even the toughest characters can be knocked out, even if only after taking prodigious amounts of non-lethal damage. For example, suppose Bruno is in a brawl against four other characters and is losing badly. He took enough non-lethal damage to become pummeled in the prior round, but hasn't suffered any damage since then. In this round, he's punched three times, for 6, 4, and 7 points of damage. Since he has a Constitution of 16, he is unaffected by the first two punches, but, because he's pummeled, the third punch is treated as if it caused 17 points of damage (6+4+7) and thus exceeds his massive damage threshold. However, he makes his Fortitude save and remains conscious. In next round, however, he's hit by four more punches, for 5, 3, 8, and 4 points of damage. Because the last punch is treated as though it caused 37 points of non-lethal damage (6+4+7+5+3+8+4), Bruno's Fortitude save DC is increased to 18 due to the extreme damage rules. He fails that save, and is down for the count. A character can always catch his breath as a full-round action. Doing so eliminates 1d6 + his level + his Con modifier points of non-lethal damage for purposes of determining whether a character is pummeled, or what his damage total is once he's pummeled. [/QUOTE]
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