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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Keith Baker on using 4E disease rules to simulate injuries
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<blockquote data-quote="Unlogic" data-source="post: 4411506" data-attributes="member: 64156"><p>After reading this, I ran off and made myself a huge pile of them for use in my campaign. My intention is to make a massive damage system using them; when a PC takes more damage than their healing surge value, I'll pick a Wound, and have it roll an attack vs fort to see if they suffer it. They're not tied to any particular mechanic of accumulating them though, so feel free to use them however you like, with whatever manner of house rule suits you.</p><p></p><p>All the numbers are based on the errata'd disease rules.</p><p></p><p>Sample:</p><p><span style="color: Navy"></span></p><p><span style="color: Navy"><strong>Concussion</strong> (Level 7 wound)</span></p><p><span style="color: Navy"><em>A head injury has caused you to suffer mild brain trauma.</em></span></p><p><span style="color: Navy"><em></em><strong>Attack:</strong> +10 vs Fort, <strong>Endurance:</strong> Improve 18, Maintain 13.</span></p><p><span style="color: Navy"></span></p><p><span style="color: Navy"></span><span style="font-size: 9px"><span style="color: Navy">Cured</span></span></p><p><span style="font-size: 9px"><span style="color: Navy"> /</span></span></p><p><span style="font-size: 9px"><span style="color: Navy">Suffer dizziness, lack of motor coordination, and difficulty balancing. Reduce all defenses by 1. -2 penalty to acrobatics, athletics, stealth, know ledges, and initiative. Make an Endurance check to maintain whenever you take damage.</span></span></p><p><span style="font-size: 9px"><span style="color: Navy"> /</span></span></p><p><span style="font-size: 9px"><span style="color: Navy"><strong>Initial Effect: </strong>Severe disorientation. Reduce all defenses by 2. Skill and init penalty -4.</span></span></p><p><span style="font-size: 9px"><span style="color: Navy"> /</span></span></p><p><span style="font-size: 9px"><span style="color: Navy">Permanently dazed. Still -2 defense. Skill and init penalty -6. Must make a save or be knocked prone whenever hit by an attack.</span></span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><span style="font-size: 10px">For more, see the attached word doc; I have over a dozen more there.</span></span></p><p><span style="font-size: 9px"></span></p></blockquote><p></p>
[QUOTE="Unlogic, post: 4411506, member: 64156"] After reading this, I ran off and made myself a huge pile of them for use in my campaign. My intention is to make a massive damage system using them; when a PC takes more damage than their healing surge value, I'll pick a Wound, and have it roll an attack vs fort to see if they suffer it. They're not tied to any particular mechanic of accumulating them though, so feel free to use them however you like, with whatever manner of house rule suits you. All the numbers are based on the errata'd disease rules. Sample: [COLOR=Navy] [B]Concussion[/B] (Level 7 wound) [I]A head injury has caused you to suffer mild brain trauma. [/I][B]Attack:[/B] +10 vs Fort, [B]Endurance:[/B] Improve 18, Maintain 13. [/COLOR][SIZE=1][COLOR=Navy]Cured / Suffer dizziness, lack of motor coordination, and difficulty balancing. Reduce all defenses by 1. -2 penalty to acrobatics, athletics, stealth, know ledges, and initiative. Make an Endurance check to maintain whenever you take damage. / [B]Initial Effect: [/B]Severe disorientation. Reduce all defenses by 2. Skill and init penalty -4. / Permanently dazed. Still -2 defense. Skill and init penalty -6. Must make a save or be knocked prone whenever hit by an attack.[/COLOR] [SIZE=2]For more, see the attached word doc; I have over a dozen more there.[/SIZE] [/SIZE] [/QUOTE]
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