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Increased base damage from weapons
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<blockquote data-quote="Galethorn" data-source="post: 978264" data-attributes="member: 7888"><p>What seems to work pretty well in the campaign I play in is a simple rule the DM came up with.</p><p></p><p>Massive damage applies if you take more than half of your HP worth of damage in one hit. The base DC for 50% of your health is 10, with +1 for every percent above 50. Or something like that....it hasn't really come up much...I do have another similar idea though.</p><p></p><p>This would be for a campaign that you want to be pretty deadly...</p><p>Massive damage applies if you take more than <strong>(BAB)x(Con Mod)+((levels of d4 hd classes)x2)+4</strong>, so a 1st level fighter with 16 con would need to take 7 or more damage, a level 10 barbarian with 22 con would have to take 64 damage, and a level 20 wizard with 12 con would have to take 54 damage. The Fort DC to survive would be 10+(damage taken/10), for a minimum of 10. So, if the fighter got hit for 10, the DC would be 11, and if the barbarian got hit for 76 the DC would be 17, and if the wizard got hit for 59 the DC would be 15.</p><p>This will make it so that you end up making fort saves fairly often at low levels, which I think isn't such a bad thing, since combat is supposed to be especially dangerous at the low levels.</p><p></p><p>This is just the most basic version of my Massive Damage rule, so feel free to pick at it and offer any ways to change it.....If you were wondering, the <strong>(BAB)x(Con Mod)+{(levels of d4 hd classes)x2}+4</strong> mechanic is so complicated because everything simple I though of didn't work right at some levels and with low/high Cons and certain classes. This way, level 1 fighters can easily survive most encounters with goblins, and even level 20 wizards can be killed by a single well-placed stab in the heart by a rogue. The fact that it's based on BAB makes the warriors especially tough, and it makes mages more vulnerable than before, which, frankly, is a good thing. However, to keep them from dying _really_ fast, the d4 HD classes get that extra bonus.</p><p></p><p></p><p>Ok, here's another example. 4 levels of wizard, 3 levels of rogue, with 14 con. Has to take (2+3)x(2)+(4x2)+4=<strong>22</strong> damage for massive damage to apply...I hope everyone understands....</p><p></p><p>If you want to try this out, feel free. If you want to suggest changes, that's also fine.</p><p></p><p></p><p>*********</p><p>Oh, and to figure it out for monsters, use the HD in place of BAB.</p></blockquote><p></p>
[QUOTE="Galethorn, post: 978264, member: 7888"] What seems to work pretty well in the campaign I play in is a simple rule the DM came up with. Massive damage applies if you take more than half of your HP worth of damage in one hit. The base DC for 50% of your health is 10, with +1 for every percent above 50. Or something like that....it hasn't really come up much...I do have another similar idea though. This would be for a campaign that you want to be pretty deadly... Massive damage applies if you take more than [b](BAB)x(Con Mod)+((levels of d4 hd classes)x2)+4[/b], so a 1st level fighter with 16 con would need to take 7 or more damage, a level 10 barbarian with 22 con would have to take 64 damage, and a level 20 wizard with 12 con would have to take 54 damage. The Fort DC to survive would be 10+(damage taken/10), for a minimum of 10. So, if the fighter got hit for 10, the DC would be 11, and if the barbarian got hit for 76 the DC would be 17, and if the wizard got hit for 59 the DC would be 15. This will make it so that you end up making fort saves fairly often at low levels, which I think isn't such a bad thing, since combat is supposed to be especially dangerous at the low levels. This is just the most basic version of my Massive Damage rule, so feel free to pick at it and offer any ways to change it.....If you were wondering, the [b](BAB)x(Con Mod)+{(levels of d4 hd classes)x2}+4[/b] mechanic is so complicated because everything simple I though of didn't work right at some levels and with low/high Cons and certain classes. This way, level 1 fighters can easily survive most encounters with goblins, and even level 20 wizards can be killed by a single well-placed stab in the heart by a rogue. The fact that it's based on BAB makes the warriors especially tough, and it makes mages more vulnerable than before, which, frankly, is a good thing. However, to keep them from dying _really_ fast, the d4 HD classes get that extra bonus. Ok, here's another example. 4 levels of wizard, 3 levels of rogue, with 14 con. Has to take (2+3)x(2)+(4x2)+4=[b]22[/b] damage for massive damage to apply...I hope everyone understands.... If you want to try this out, feel free. If you want to suggest changes, that's also fine. ********* Oh, and to figure it out for monsters, use the HD in place of BAB. [/QUOTE]
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