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Grim Tales + Black Company = Big Fun!
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<blockquote data-quote="Old One" data-source="post: 2219286" data-attributes="member: 83"><p>I really think it depends on the flavor of the campaign, what type of opponents the PCs will be facing and how you have the rules mesh together. If you are going to be facing primarily human-type oppenents and using FDH with conversion coming before an MDT check...then I think CON is probably fine...since it will probably only come into play as a result of a critical hit or from an opponent with a couple of levels of sneak attack damage. </p><p></p><p>If, however, the PCs are going to be facing big/strong high damage critters routinely and/or you want the PCs to get a bit of a bonus from increasing in level, then CON + 1/2 level or CON + level/3 or 4 or 5. A PC with 12 CON would then have an MDT of 12 at 1st level and 17 at 20th (using a CON + level/4). To make book keeping easy, the PC's MDT bumps up whenever they get a Stat bump for level.</p><p></p><p>In a fantasy milieu...FDH makes armor immensely valuable, since an MDT can KO even the baddest fighter.</p><p></p><p>I am still trying to figure out whether I want to use the BCCS version...which has one effect for blowing the MDT save by 5 or less (immediately becomes disabled) or by 6 or more (immediately begins dying and taking CON damage) or stick with the GT version. The save also scales in BCCS with DC 10 + 1/5 points of damage inflicted. I am leaning towards wrapping all of these together and using the following:</p><p></p><p><span style="color: RoyalBlue"><em>Faded Glory MDT Rule: MDT equals CON + level/4 (round down). Armor conversion applied before MDT check (FDH). MDT check forces Fort Save with DC = 10 + 1/5 points of damage inflicted. Failure by 5 or less causes victim to drop to 0 hit points and become disabled. Failure by 6 or more causes victim to drop to -1 hit points and begin dying.</em></span></p><p></p><p>Thoughts?</p><p></p><p>~ OO</p></blockquote><p></p>
[QUOTE="Old One, post: 2219286, member: 83"] I really think it depends on the flavor of the campaign, what type of opponents the PCs will be facing and how you have the rules mesh together. If you are going to be facing primarily human-type oppenents and using FDH with conversion coming before an MDT check...then I think CON is probably fine...since it will probably only come into play as a result of a critical hit or from an opponent with a couple of levels of sneak attack damage. If, however, the PCs are going to be facing big/strong high damage critters routinely and/or you want the PCs to get a bit of a bonus from increasing in level, then CON + 1/2 level or CON + level/3 or 4 or 5. A PC with 12 CON would then have an MDT of 12 at 1st level and 17 at 20th (using a CON + level/4). To make book keeping easy, the PC's MDT bumps up whenever they get a Stat bump for level. In a fantasy milieu...FDH makes armor immensely valuable, since an MDT can KO even the baddest fighter. I am still trying to figure out whether I want to use the BCCS version...which has one effect for blowing the MDT save by 5 or less (immediately becomes disabled) or by 6 or more (immediately begins dying and taking CON damage) or stick with the GT version. The save also scales in BCCS with DC 10 + 1/5 points of damage inflicted. I am leaning towards wrapping all of these together and using the following: [COLOR=RoyalBlue][i]Faded Glory MDT Rule: MDT equals CON + level/4 (round down). Armor conversion applied before MDT check (FDH). MDT check forces Fort Save with DC = 10 + 1/5 points of damage inflicted. Failure by 5 or less causes victim to drop to 0 hit points and become disabled. Failure by 6 or more causes victim to drop to -1 hit points and begin dying.[/i][/COLOR] Thoughts? ~ OO [/QUOTE]
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