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<blockquote data-quote="3catcircus" data-source="post: 6144675" data-attributes="member: 16077"><p>Pretty much that is the case unless you are using the optional hit location rules - if you already have a critical wound, a slight wound does nothing. But - at that point, it wouldn't matter anyway since a critical wound will result in a very high likelihood of being in shock and bleeding out. The effect of a slight wound (-1 on actions) means nothing when you are already at -4. You have to remember that TW:2013 uses a dice pool system, so if you'd normally roll 4d20L (lowest of the rolls is more successful), now you are rolling 3d20L with a slight wound and 2d20H (stuck picking the higher of the two rolls) with a critical wound. In a standard d20 game, the most you'd ever get would likely be 4d20, but TW:2013 allows for up to 6d20 in the dice pool for a skill check (each skill level approximates a year's experience and each roughly 4 year's worth raises your rank by 1 die...)</p><p></p><p>It is different than multiplying by 4 because you aren't adding/subtracting hit points. The fixed thresholds are trip points for individual attacks. You could potentially take a bunch of damage (with lucky rolls) until you took a critical wound. At that point, you'd automatically go into shock and also be at -4 dice on your (equivalent to a Fortitude save) to avoid going unstable and bleeding out.</p><p></p><p>As an aside - the dice pool system uses d20s and compares them to the controlling attribute (with modifiers), with successes being rolls lower than the attribute. The amount you succeed by gets added to the effect (in this case, if you beat the roll by 3 points, you'd add 3 points to the damage).</p><p></p><p>There are a bunch of other ins-and-outs that cause me to really like this system. It just needs to be either tweaked for d20 or d20 tweaked to go to a dice pool system. The skill ranks/controlling attributes are already there in d20 (in a different form); but you'd have to convert BAB to a skill rank...</p></blockquote><p></p>
[QUOTE="3catcircus, post: 6144675, member: 16077"] Pretty much that is the case unless you are using the optional hit location rules - if you already have a critical wound, a slight wound does nothing. But - at that point, it wouldn't matter anyway since a critical wound will result in a very high likelihood of being in shock and bleeding out. The effect of a slight wound (-1 on actions) means nothing when you are already at -4. You have to remember that TW:2013 uses a dice pool system, so if you'd normally roll 4d20L (lowest of the rolls is more successful), now you are rolling 3d20L with a slight wound and 2d20H (stuck picking the higher of the two rolls) with a critical wound. In a standard d20 game, the most you'd ever get would likely be 4d20, but TW:2013 allows for up to 6d20 in the dice pool for a skill check (each skill level approximates a year's experience and each roughly 4 year's worth raises your rank by 1 die...) It is different than multiplying by 4 because you aren't adding/subtracting hit points. The fixed thresholds are trip points for individual attacks. You could potentially take a bunch of damage (with lucky rolls) until you took a critical wound. At that point, you'd automatically go into shock and also be at -4 dice on your (equivalent to a Fortitude save) to avoid going unstable and bleeding out. As an aside - the dice pool system uses d20s and compares them to the controlling attribute (with modifiers), with successes being rolls lower than the attribute. The amount you succeed by gets added to the effect (in this case, if you beat the roll by 3 points, you'd add 3 points to the damage). There are a bunch of other ins-and-outs that cause me to really like this system. It just needs to be either tweaked for d20 or d20 tweaked to go to a dice pool system. The skill ranks/controlling attributes are already there in d20 (in a different form); but you'd have to convert BAB to a skill rank... [/QUOTE]
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