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Dear WotC: Please Kill Massive Damage
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<blockquote data-quote="FireLance" data-source="post: 3873391" data-attributes="member: 3424"><p>Actually, I kind of like the way that the Star Wars Saga Edition handles it. Every character has a Damage Threshold based on (and usually equal to) his Fortitude Defence. Every time you take damage equal to or greater than your Damage Threshold, you move -1 step on a condition track. Each negative step on the condition track imposes an increasing penalty on your actions and defences (0 to -1 to -2 to -5 to -10 to unconscious and helpless). </p><p></p><p>What prevents this from becoming a one-way death spiral is that most of the time, you can gradually recover over a few rounds or by spending a round effectively doing nothing (in game terms, you spend three swift actions) to catch your breath and move +1 step on the condition track. However, some things (e.g. poison and disease) cause "persistent" conditions, which can only be removed if the underlying problem is dealt with (e.g. the poison is neutralized, or the disease is cured).</p><p></p><p>In SWSE, instead of falling damage being a flat xd6, the ground "attacks" you and if its attack roll (1d20+20) is greater than or equal to your Fortitude Defence, you take 1d6 points of damage per 3 meters (10 feet) fallen. If it "misses", you take half damage, but if it "crits" (natural 20), you take double damage.</p><p></p><p>Now, if you wanted to make falling even more scary, you could also do the following:</p><p></p><p>1. Falling damage moves you -1 step on the condition track for each multiple that it exceeds your Damage Threshold. So, if your Damage Threshold was 20, and you sustained 64 points of damage from a fall, you'd move -3 steps on the condition track in addition to the hit point damage.</p><p></p><p>2. If the ground succeeds on another attack roll (1d20+20) against your Reflex Defence, the condition is persistent until removed by surgery (DC 20). This represents the effect of broken bones or a bad dislocation.</p></blockquote><p></p>
[QUOTE="FireLance, post: 3873391, member: 3424"] Actually, I kind of like the way that the Star Wars Saga Edition handles it. Every character has a Damage Threshold based on (and usually equal to) his Fortitude Defence. Every time you take damage equal to or greater than your Damage Threshold, you move -1 step on a condition track. Each negative step on the condition track imposes an increasing penalty on your actions and defences (0 to -1 to -2 to -5 to -10 to unconscious and helpless). What prevents this from becoming a one-way death spiral is that most of the time, you can gradually recover over a few rounds or by spending a round effectively doing nothing (in game terms, you spend three swift actions) to catch your breath and move +1 step on the condition track. However, some things (e.g. poison and disease) cause "persistent" conditions, which can only be removed if the underlying problem is dealt with (e.g. the poison is neutralized, or the disease is cured). In SWSE, instead of falling damage being a flat xd6, the ground "attacks" you and if its attack roll (1d20+20) is greater than or equal to your Fortitude Defence, you take 1d6 points of damage per 3 meters (10 feet) fallen. If it "misses", you take half damage, but if it "crits" (natural 20), you take double damage. Now, if you wanted to make falling even more scary, you could also do the following: 1. Falling damage moves you -1 step on the condition track for each multiple that it exceeds your Damage Threshold. So, if your Damage Threshold was 20, and you sustained 64 points of damage from a fall, you'd move -3 steps on the condition track in addition to the hit point damage. 2. If the ground succeeds on another attack roll (1d20+20) against your Reflex Defence, the condition is persistent until removed by surgery (DC 20). This represents the effect of broken bones or a bad dislocation. [/QUOTE]
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Dear WotC: Please Kill Massive Damage
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