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General Tabletop Discussion
*Dungeons & Dragons
Homebrew: Wounds
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<blockquote data-quote="ravenheart" data-source="post: 5168185" data-attributes="member: 72088"><p>Yes, I've been giving my proposed revision to the dying mechanics some thought. Although you must admit being incapacitated does render you quite useless until you take an extended rest, and you still have a hefty penalty going after that. But these rules makes it sort of ok for you as the DM to wail on a dying character, performing deadly coup de graces (which the other PCs might try to prevent).</p><p></p><p>I did try to make it into a few bullets and a couple of easily printable charts not to complicate things. I'll try and create some form of nifty pdf when I'm finished tweaking.</p><p></p><p> Yeah, I'm really in it for the randomness. Then you can have the player describe HOW he got wounded after it's been resolved WHERE he/she was wounded.</p><p></p><p>As I said, I'm thinking about switching to bell curve rolls for the wounds. Initially I though I'd go with 3d6, but now I'm warming towards 4d6-4 (or flat 4d6, or even 2d6 or 2d8). Decisions, decisions.</p><p></p><p></p><p>I tried to avoid certain conditions because they felt like traps. I tried using slowed, but it didn't really sync with the escalating lethality of the wound. And immobilized (and restrained) REALLY screw melee characters specifically. Therefore I tried to come up with suitable workarounds from standard conditions; I actually tried to avoid resorting to the "non-blockable conditions"-clause, but in some cases it got too wordy.</p><p></p><p></p><p>I've seen this too, but I can't say I'm a fan. I think it's penalizing enough that you rolled terribly, punishing you further would feel like badwrongfun. I guess you could try this method but apply it to really good throws as well (as in you give it your all and land that blow, but reopens your bleeding cuts from the fight before).</p><p></p><p></p><p></p><p>Thanks!</p><p></p><p>I'm gonna post a revised version as soon as I have the time.</p></blockquote><p></p>
[QUOTE="ravenheart, post: 5168185, member: 72088"] Yes, I've been giving my proposed revision to the dying mechanics some thought. Although you must admit being incapacitated does render you quite useless until you take an extended rest, and you still have a hefty penalty going after that. But these rules makes it sort of ok for you as the DM to wail on a dying character, performing deadly coup de graces (which the other PCs might try to prevent). I did try to make it into a few bullets and a couple of easily printable charts not to complicate things. I'll try and create some form of nifty pdf when I'm finished tweaking. Yeah, I'm really in it for the randomness. Then you can have the player describe HOW he got wounded after it's been resolved WHERE he/she was wounded. As I said, I'm thinking about switching to bell curve rolls for the wounds. Initially I though I'd go with 3d6, but now I'm warming towards 4d6-4 (or flat 4d6, or even 2d6 or 2d8). Decisions, decisions. I tried to avoid certain conditions because they felt like traps. I tried using slowed, but it didn't really sync with the escalating lethality of the wound. And immobilized (and restrained) REALLY screw melee characters specifically. Therefore I tried to come up with suitable workarounds from standard conditions; I actually tried to avoid resorting to the "non-blockable conditions"-clause, but in some cases it got too wordy. I've seen this too, but I can't say I'm a fan. I think it's penalizing enough that you rolled terribly, punishing you further would feel like badwrongfun. I guess you could try this method but apply it to really good throws as well (as in you give it your all and land that blow, but reopens your bleeding cuts from the fight before). Thanks! I'm gonna post a revised version as soon as I have the time. [/QUOTE]
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