I'm almost positive they will ditch that crap, cut & paste rule form 2nd edition.
At high levels it becomes "he who rolls a 1, dies" – lame.
At high levels it becomes "he who rolls a 1, dies" – lame.
The trouble with this idea is that high level (epic, really) characters SHOULD be doing absolutely insane stuff, like fighting a tarrasque hand-to-hand. They have ridiculous levels of hitpoints and powers to let them do that, and isn't that the point of high/epic adventures anyway, to fight ridiculously over-the-top enemies with your ridiculously over-the-top heroes? It seems foolish to have that cut short because you have to save every hit and occasionally they come up 1.Celebrim said:I believe the massive damage rule is meant to discourage high level characters (with 100's of hitpoints) from doing absolutely insane versimilitude breaking things because they know that the damage they take by doing so will never be enough to kill them.
Celebrim said:I believe the massive damage rule is meant to discourage high level characters (with 100's of hitpoints) from doing absolutely insane verisimilitude breaking things because they know that the damage they take by doing so will never be enough to kill them.
For example, a high level character can easily choose to jump down a 100' or even 1000' fall on to a hard stone surface because the damage is no real threat.
So you can get rid of the rule, but you have to be ready to deal with the consequences of doing so.
Wait a minute. That doesn't make sense at all. Why do people, who are more robust and vital (exemplified by the higher constitution score), have a harder time to resist massive damage effects?Swedish Chef said:In our games, we house ruled the massive damage as follows:
If any one hit (spell, weapon, etc) does 50% or more damage than your total full hit points, you have to roll a DC save, where the DC is your Con score.
So, Del the fighter has 90 hit points when fully rested/healed. In the next combat, he takes a critical sword strike that causes 47 points of damage, thereby suffering massive damage. He rolls a d20, adds his Fort bonuses, and that total must be higher than his Con Score (say, 17), or he drops to -1 hit points and is now dying.
This way, the threshold is fluid, but the DC doesn't really change much. The players all like the rule, and it works well for us. YMMV.
DandD said:Wait a minute. That doesn't make sense at all. Why do people, who are more robust and vital (exemplified by the higher constitution score), have a harder time to resist massive damage effects?