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Does D&D combat break the fantasy?
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<blockquote data-quote="Thorvald Kviksverd" data-source="post: 659435" data-attributes="member: 1495"><p>I haven't seen d20 Modern, but the mechanic Eric mentioned sounds similar to something I was playing around with for my Basic D&D campaign. Rather than using CON as the threshold though, I thought 1/2 of Current HPs would work better--that way it would scale automatically as characters increased in level. It also makes serious wounds more likely as the HPs are whittled away. The penalties that apply upon taking damage of 1/2 or greater HPs would depend upon the campaign. For example...</p><p></p><p>If you want a truly deadly campaign, save or fall dying/dead. Making this roll but falling to zero or fewer HPs would simply mean unconsciousness.</p><p></p><p>For the converse, where PCs are more likely to fall unconsciouss and live to fight another day, make the save or be knocked out/incapacitated--with negative HPs being dealt with as usual.</p><p></p><p>As another option, every time this threshold is exceeded, some cumulative penalty will apply to all of the characters actions--for example, maybe -2/-10% per serious wound suffered.</p><p></p><p>The variations are infinite.</p></blockquote><p></p>
[QUOTE="Thorvald Kviksverd, post: 659435, member: 1495"] I haven't seen d20 Modern, but the mechanic Eric mentioned sounds similar to something I was playing around with for my Basic D&D campaign. Rather than using CON as the threshold though, I thought 1/2 of Current HPs would work better--that way it would scale automatically as characters increased in level. It also makes serious wounds more likely as the HPs are whittled away. The penalties that apply upon taking damage of 1/2 or greater HPs would depend upon the campaign. For example... If you want a truly deadly campaign, save or fall dying/dead. Making this roll but falling to zero or fewer HPs would simply mean unconsciousness. For the converse, where PCs are more likely to fall unconsciouss and live to fight another day, make the save or be knocked out/incapacitated--with negative HPs being dealt with as usual. As another option, every time this threshold is exceeded, some cumulative penalty will apply to all of the characters actions--for example, maybe -2/-10% per serious wound suffered. The variations are infinite. [/QUOTE]
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