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General Tabletop Discussion
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Good rules for wounds? Like "arm broken?"
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<blockquote data-quote="Janx" data-source="post: 1832343" data-attributes="member: 8835"><p>If I were going to do a relatively simplistic wound system, I'd probably stick with the "DM describes it" method. Which basically means, when you take a significant chunk of damage that "ought to leave a mark" do so. I'd make all or most of that healable (over time or through spells). The goal being, leave PCs with broken arms now and then.</p><p></p><p>The challenge to that in normal D&D (1st, 2nd and 3E really) has been that the definition of a hit point has always been fuzzy. I got no real problem with that, except for the fact that 1 guy has 10HP, another has 4, and a 1d4 stab with a dagger will mean a lot more to the latter than the former.</p><p></p><p>So to normalize that HP range, I'd use some variant of the UA rule where you've got 2 pools of HP. The normal ones (1dX per level + CON) and the real ones, which are basically equal to your CON or some such. </p><p></p><p>At this point, during normal combat, you'll chew through the traditional HP and it'll get described as nicks and gashes and "fatigue" Once you run out, you get into the Wound HP pool, where serious damage happens. And since most characters have the same amount (relatively), you can pretty much describe taking 10 damage in that pool as being a pretty serious wound with side effects. At it'll mean the same to all characters. Except for the mage, because he died. But that's what they do.</p><p></p><p>Janx</p></blockquote><p></p>
[QUOTE="Janx, post: 1832343, member: 8835"] If I were going to do a relatively simplistic wound system, I'd probably stick with the "DM describes it" method. Which basically means, when you take a significant chunk of damage that "ought to leave a mark" do so. I'd make all or most of that healable (over time or through spells). The goal being, leave PCs with broken arms now and then. The challenge to that in normal D&D (1st, 2nd and 3E really) has been that the definition of a hit point has always been fuzzy. I got no real problem with that, except for the fact that 1 guy has 10HP, another has 4, and a 1d4 stab with a dagger will mean a lot more to the latter than the former. So to normalize that HP range, I'd use some variant of the UA rule where you've got 2 pools of HP. The normal ones (1dX per level + CON) and the real ones, which are basically equal to your CON or some such. At this point, during normal combat, you'll chew through the traditional HP and it'll get described as nicks and gashes and "fatigue" Once you run out, you get into the Wound HP pool, where serious damage happens. And since most characters have the same amount (relatively), you can pretty much describe taking 10 damage in that pool as being a pretty serious wound with side effects. At it'll mean the same to all characters. Except for the mage, because he died. But that's what they do. Janx [/QUOTE]
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Good rules for wounds? Like "arm broken?"
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