sniffles said:
I like your concept of making the damage seem more 'real' instead of just numbers, but as a player I'd want to be the one determining what condition my character is in ...
I suppose there's a little mix-up as to what I meant with condition.
Condition is {scratched, lightly wounded, ..., disabled, dying}.
A is severely wounded is just somewhat less precise and more evocative for saying A is at 10 of 23 hit points.
... or more importantly, how my character conveys his condition to the other characters. You can't always tell how badly hurt someone is by a visual assessment, and injuries that bleed a lot aren't necessarily serious.
That might be, yes, but it's also a means to give the players a good idea as to how badly wounded the NPCs are, without telling them their exact hit point totals.
I don't like the idea of the GM telling me what my character is doing except when absolutely necessary as with a spell effect, for example.
I surely do not do that. I only give a description of what happens to the character, not how the character re
acts to it. That's the players responsibility.
I have one GM who usually gives a one-line description of damage based on how well the NPC rolled, such as "his sword skitters off your armor" for a failed to-hit roll, or "you feel a sharp pain in your left leg as his blade pierces your thigh" for a minor wound. I like that sort of description. It's short and sweet.
That's actually fairly close to what I use for descriptions. I generally also base descriptions on the actual attack rolls and how it relates to the AC composition of the target (a near hit gets deflected by the armor, while a bigger margin might be blocked, and even more is a total miss).
Here are a few examples, in case anyone is curious...
CLICK (#98+)
CLICK (top)
CLICK (#456+)
CLICK (top and #510+)
While the concept of including fatigue or some type of ability modifier for heavy damage appeals to the realist in me, D&D isn't a realistic game and making such modifications slows the game down in a way that I don't personally enjoy. I'd prefer to keep the effects of damage to simple description and roleplay rather than game mechanics.
I only use that in my PbP here so far, and PbP is slow enough, so you would never notice the difference.
Bye
Thanee