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Help me with some rule variants
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<blockquote data-quote="ThoughtBubble" data-source="post: 1175096" data-attributes="member: 9723"><p>I've got a few ideas that I'm trying to solidify in how to accomplish them in D20 Modern. I was hoping to grab some advice here.</p><p></p><p>The first is trying to find a good system to represent hitpoints more as staying power than necessarrally life. Instead of living and dead, I'd like to have a third area. Eventually our hero just can't dodge anymore, he's taken a few too many hits, and it's all he can do to drag himself back to his feet before falling over one last time. He's not dieing yet, and probablly won't be any time soon, but he's reached his limit. I'm toying with the idea of having an additional range from 0 to -(Con Bonus + Level) that represents being battered. While battered, a character can only take partial actions, and must make a fortitude save vs DC 10 +the number of rounds he's been exhausted. Or something. But that DC is messy, and there should probablly be a few hefty penalties going on in there. Maybe a circumstance penalty equal to the character's hitpoints?</p><p></p><p>Similarly to the first idea, I'd like to find some good ways to handle fatigue besides smiply adding in a few circumstance penalties at whim.</p><p></p><p>The next idea is contrary to the first in a lot of ways, and trying to work the two together is difficult. For this particular project, there's a government monopoly on deadly force and weapons (it's actually a pre-musket setting). Martial arts training is restricted, and weapons as dangerous as knives are enforced and watched carefully. I'd like a knife to be a very dangerous thing, even to an unarmed combatant. So I'd like to find a way to upgrade the lethality of even the smaller weapons. Martial arts training remains a wonderful thing, simply because the players will always have their hands.</p><p></p><p>Well, that's probablly enough for now. </p><p>Thanks for the help. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="ThoughtBubble, post: 1175096, member: 9723"] I've got a few ideas that I'm trying to solidify in how to accomplish them in D20 Modern. I was hoping to grab some advice here. The first is trying to find a good system to represent hitpoints more as staying power than necessarrally life. Instead of living and dead, I'd like to have a third area. Eventually our hero just can't dodge anymore, he's taken a few too many hits, and it's all he can do to drag himself back to his feet before falling over one last time. He's not dieing yet, and probablly won't be any time soon, but he's reached his limit. I'm toying with the idea of having an additional range from 0 to -(Con Bonus + Level) that represents being battered. While battered, a character can only take partial actions, and must make a fortitude save vs DC 10 +the number of rounds he's been exhausted. Or something. But that DC is messy, and there should probablly be a few hefty penalties going on in there. Maybe a circumstance penalty equal to the character's hitpoints? Similarly to the first idea, I'd like to find some good ways to handle fatigue besides smiply adding in a few circumstance penalties at whim. The next idea is contrary to the first in a lot of ways, and trying to work the two together is difficult. For this particular project, there's a government monopoly on deadly force and weapons (it's actually a pre-musket setting). Martial arts training is restricted, and weapons as dangerous as knives are enforced and watched carefully. I'd like a knife to be a very dangerous thing, even to an unarmed combatant. So I'd like to find a way to upgrade the lethality of even the smaller weapons. Martial arts training remains a wonderful thing, simply because the players will always have their hands. Well, that's probablly enough for now. Thanks for the help. :D [/QUOTE]
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