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<blockquote data-quote="Tharkon" data-source="post: 5525724" data-attributes="member: 6674292"><p>The things that first came to mind with me (minus those answered already) were this:</p><p>Wouldn't all these extra checks (two extra rolls in your example situation) severely reduce the speed of gameplay?</p><p>What happens if a character ends up dying, stabilizes and regains consciousness?</p><p>And I read something about a failed massive damage save... failing those saves usually results in dead, so no need for any further penalties there.</p><p></p><p>In addition to the VP/WP system of UA there is also a critical hits table I got somewhere, not sure what book it's form but you roll a D% and then based on if the weapon is piercing, slashing or crushing you and the result of the roll you hit some body part causing some harm to your opponent.</p><p></p><p>Examples are: 100%, slashing: You decapitate your opponent. Death.</p><p>70%, piercing: You punctured the muscles of your opponent's hand. -1 to attack.</p><p>76%, crushing: You broke your opponent's knee. 1/4 move speed.</p><p></p><p>This can end battles quickly though, since any attack may result in death due to decapitating, fractured skulls or pierced hearts. It is also accompanied with a fumbled table to use for natural 1's on attack rolls.</p><p>Together the two can cause disastrous results, like rolling rolling 97% on the fumble, which is Big Liability: You hit an ally with a critical hit. And then rolling a 94% on the critical hit table piercing your allies throat, killing them.</p><p>It could also cause some impossible results like hitting your own hands.</p><p></p><p>It's a bit much, but it definitely gives flavor, so thought you might find it interesting.</p><p></p><p>Either way, on the topic of basing it on hp, not critical hits. I'd vote in favor of the 50%, 25% stuff. I once used to keep all hit points hidden from my players, including their own, and just tell them percentages, since that would be how they would feel or observe others. As a result clerics were as likely to heal a character with 5/10 hp as they were to heal a character with 10/20 hp. Since under this ruling they would both look just as injured, although the cleric would know how effective his healing was, and possibly remember it for the future. It also was not unlikely to assume that a mage that looked as injured as a barbarian probably was less likely to survive. The barbarian may be just as injured, but he's a tough guy, he can deal with it.</p><p></p><p>I think there is some house rule in a book somewhere (I thought PHB, but can't find it in the 3.5 version so it might be 3.0) that causes you to be staggered for 1 round after being hit 50% of your current hit points in one round.</p></blockquote><p></p>
[QUOTE="Tharkon, post: 5525724, member: 6674292"] The things that first came to mind with me (minus those answered already) were this: Wouldn't all these extra checks (two extra rolls in your example situation) severely reduce the speed of gameplay? What happens if a character ends up dying, stabilizes and regains consciousness? And I read something about a failed massive damage save... failing those saves usually results in dead, so no need for any further penalties there. In addition to the VP/WP system of UA there is also a critical hits table I got somewhere, not sure what book it's form but you roll a D% and then based on if the weapon is piercing, slashing or crushing you and the result of the roll you hit some body part causing some harm to your opponent. Examples are: 100%, slashing: You decapitate your opponent. Death. 70%, piercing: You punctured the muscles of your opponent's hand. -1 to attack. 76%, crushing: You broke your opponent's knee. 1/4 move speed. This can end battles quickly though, since any attack may result in death due to decapitating, fractured skulls or pierced hearts. It is also accompanied with a fumbled table to use for natural 1's on attack rolls. Together the two can cause disastrous results, like rolling rolling 97% on the fumble, which is Big Liability: You hit an ally with a critical hit. And then rolling a 94% on the critical hit table piercing your allies throat, killing them. It could also cause some impossible results like hitting your own hands. It's a bit much, but it definitely gives flavor, so thought you might find it interesting. Either way, on the topic of basing it on hp, not critical hits. I'd vote in favor of the 50%, 25% stuff. I once used to keep all hit points hidden from my players, including their own, and just tell them percentages, since that would be how they would feel or observe others. As a result clerics were as likely to heal a character with 5/10 hp as they were to heal a character with 10/20 hp. Since under this ruling they would both look just as injured, although the cleric would know how effective his healing was, and possibly remember it for the future. It also was not unlikely to assume that a mage that looked as injured as a barbarian probably was less likely to survive. The barbarian may be just as injured, but he's a tough guy, he can deal with it. I think there is some house rule in a book somewhere (I thought PHB, but can't find it in the 3.5 version so it might be 3.0) that causes you to be staggered for 1 round after being hit 50% of your current hit points in one round. [/QUOTE]
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