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Does D&D combat break the fantasy?
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<blockquote data-quote="Kevin O'Reilly" data-source="post: 666177" data-attributes="member: 8692"><p>I like hit points, when they represent fatigue and skill. Knowing where to be in a sport or fighting (skill) usually means that the event is actually less fatiguing.</p><p></p><p>That said, we've been using a system similar to RWs noted earlier.</p><p></p><p>Con is now "Wounds): small = 2/3; Large 11/2; Huge 2; Col...you get the idea.</p><p></p><p>When a character falls to 0 hit points all remaining damage is Wounds. The character can continue to perform actions on a Fort save DC = 12+(2* Any Wounds). </p><p></p><p>Loss of wounds effects skill and combat ability</p><p></p><p>If they succeed the save they are considered fatigued (-2) all skills, combat etc. </p><p>At 1/2 wounds they are exhausted (-6). </p><p>If they fall to below 5 they may only perforfm partial actions (which of course I'll have to rewrite in 3.5, sheesh).</p><p></p><p>Now this lets lower level characters live a little longer. The downside is that any critical does wound damage equal to the critical modifier. Sneak attacks also do wound damage equal to the "x' modifier. The amount of wounds is cumulative and the above fatigue rules apply. Under this rule the character can be wittled away until they are so exhausted they cannot fight, irregardless of hit points remaining.</p><p></p><p>When wounds are sustained a character must make a Fort DC = 12+ (2*wounds taken for hit) or be stunned for 1 round.</p><p></p><p>Armor prevents wound damage instead absorbing the damage. When wounds=armor provided the armor is destroyed, or at least considered useless. Magic armor always provides an armor bonus equal to its magical bonus unless the damage is inflicted by a weapon with a higher magical bonus</p><p></p><p>Hit points are regained at level per hour of rest and Con a 1+con bonus per week of rest. Cures grant their spell level in wound curing and a Paladin can lay on hands for Charisma bonus per day.</p><p></p><p>Magic also causes hit point loss = 2*spell level if a spellcasting check = 15+(2*spell level) is failed.</p></blockquote><p></p>
[QUOTE="Kevin O'Reilly, post: 666177, member: 8692"] I like hit points, when they represent fatigue and skill. Knowing where to be in a sport or fighting (skill) usually means that the event is actually less fatiguing. That said, we've been using a system similar to RWs noted earlier. Con is now "Wounds): small = 2/3; Large 11/2; Huge 2; Col...you get the idea. When a character falls to 0 hit points all remaining damage is Wounds. The character can continue to perform actions on a Fort save DC = 12+(2* Any Wounds). Loss of wounds effects skill and combat ability If they succeed the save they are considered fatigued (-2) all skills, combat etc. At 1/2 wounds they are exhausted (-6). If they fall to below 5 they may only perforfm partial actions (which of course I'll have to rewrite in 3.5, sheesh). Now this lets lower level characters live a little longer. The downside is that any critical does wound damage equal to the critical modifier. Sneak attacks also do wound damage equal to the "x' modifier. The amount of wounds is cumulative and the above fatigue rules apply. Under this rule the character can be wittled away until they are so exhausted they cannot fight, irregardless of hit points remaining. When wounds are sustained a character must make a Fort DC = 12+ (2*wounds taken for hit) or be stunned for 1 round. Armor prevents wound damage instead absorbing the damage. When wounds=armor provided the armor is destroyed, or at least considered useless. Magic armor always provides an armor bonus equal to its magical bonus unless the damage is inflicted by a weapon with a higher magical bonus Hit points are regained at level per hour of rest and Con a 1+con bonus per week of rest. Cures grant their spell level in wound curing and a Paladin can lay on hands for Charisma bonus per day. Magic also causes hit point loss = 2*spell level if a spellcasting check = 15+(2*spell level) is failed. [/QUOTE]
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