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General Tabletop Discussion
*Dungeons & Dragons
Edition Design Philosophies as Seen Through Magic Items
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<blockquote data-quote="Upper_Krust" data-source="post: 9885210" data-attributes="member: 326"><p>You can easily tie the Bloodied condition to the more severe aspects of items (or spells). </p><p></p><p>Sharpness effect: A natural 20 against a Bloodied target severs a random appendage (no confirmation required).</p><p></p><p>Roll 1d12:</p><p>1 = Head severed</p><p>2-4 = Left Arm severed</p><p>5-7 = Right Arm severed</p><p>8 = Torso severed</p><p>9-10 = Left Leg severed</p><p>11-12 = Right Leg severed</p><p></p><p>Head severed = Death unless Regen. Max hp -10%, Bleeding 10 necro/turn.</p><p></p><p>Arm severed = Max hp -10%, Bleeding 10 necro/turn</p><p></p><p>Torso severed = Max hp -40%, Bleeding 40 necro/turn.</p><p></p><p>Leg severed = Max hp -20%, Bleeding 20 necro/turn.</p><p></p><p>A Successful Heal check can reduce Bleeding by 5.</p><p></p><p>Healing spells reduce Bleed effect before they can restore lost HP.</p><p></p><p>I also have weapon + add extra dice equal to the base dice - this keeps the weapons balanced, whereas if you add +1d4 per +, then +3 daggers are dealing 4 points less than +3 greatswords.</p><p></p><p>For Sharpness and Vorpal weapons I suggest maximising weapon damage to give them a bit more oomph - since the severing effect is still not that common.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 9885210, member: 326"] You can easily tie the Bloodied condition to the more severe aspects of items (or spells). Sharpness effect: A natural 20 against a Bloodied target severs a random appendage (no confirmation required). Roll 1d12: 1 = Head severed 2-4 = Left Arm severed 5-7 = Right Arm severed 8 = Torso severed 9-10 = Left Leg severed 11-12 = Right Leg severed Head severed = Death unless Regen. Max hp -10%, Bleeding 10 necro/turn. Arm severed = Max hp -10%, Bleeding 10 necro/turn Torso severed = Max hp -40%, Bleeding 40 necro/turn. Leg severed = Max hp -20%, Bleeding 20 necro/turn. A Successful Heal check can reduce Bleeding by 5. Healing spells reduce Bleed effect before they can restore lost HP. I also have weapon + add extra dice equal to the base dice - this keeps the weapons balanced, whereas if you add +1d4 per +, then +3 daggers are dealing 4 points less than +3 greatswords. For Sharpness and Vorpal weapons I suggest maximising weapon damage to give them a bit more oomph - since the severing effect is still not that common. [/QUOTE]
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Edition Design Philosophies as Seen Through Magic Items
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