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<blockquote data-quote="eamon" data-source="post: 5016876" data-attributes="member: 51942"><p>@starfox: Those quite a few nifty solutions!</p><p></p><p>The "fixed hitpoints" drowning in blood system runs into problems since monsters tend to have many more hit points than PC's. Particularly elites will prove nasty; if the fight drags on long enough, even fairly healthy PC's will likely fall unconscious before a fairly hurt elite would. And what to do with monsters that enter the combat later?</p><p></p><p>I like the double damage idea; but this does reduce the effectiveness of resistances, vulnerabilities, and regen. That's probably party dependent whether that matters, but if you've got a battlerager with DR granting plate armor, say, that rule is pretty nasty (and the errata'd version of the battlerager doesn't really deserve that). You could of course double damage post-reduction/vulnerability, but that's still finicky.</p><p></p><p>'course, you could use the double-damage idea except in important combats.</p><p></p><p>The "everyone bloodied falls unconscious" looks pretty solid, but perhaps also too swingy, you'd need to playtest it. It would certainly change tactics - if you expect the combat to last long, you could try to focus fire until the opposition is bloodied; then, at round 6, you win. But that approach again heavily impacts some builds more than others. If people stop killing things, what to do with warlock curses? Some stuff triggers on bloodied only, and if you stop attacking bloodied creatures, then things those things lose value.</p><p></p><p>Tricky. I'd say your best bet is to use whatever you come up with conditionally - ASAP in fights that look decided, but leave it out for the climactic stuff.</p></blockquote><p></p>
[QUOTE="eamon, post: 5016876, member: 51942"] @starfox: Those quite a few nifty solutions! The "fixed hitpoints" drowning in blood system runs into problems since monsters tend to have many more hit points than PC's. Particularly elites will prove nasty; if the fight drags on long enough, even fairly healthy PC's will likely fall unconscious before a fairly hurt elite would. And what to do with monsters that enter the combat later? I like the double damage idea; but this does reduce the effectiveness of resistances, vulnerabilities, and regen. That's probably party dependent whether that matters, but if you've got a battlerager with DR granting plate armor, say, that rule is pretty nasty (and the errata'd version of the battlerager doesn't really deserve that). You could of course double damage post-reduction/vulnerability, but that's still finicky. 'course, you could use the double-damage idea except in important combats. The "everyone bloodied falls unconscious" looks pretty solid, but perhaps also too swingy, you'd need to playtest it. It would certainly change tactics - if you expect the combat to last long, you could try to focus fire until the opposition is bloodied; then, at round 6, you win. But that approach again heavily impacts some builds more than others. If people stop killing things, what to do with warlock curses? Some stuff triggers on bloodied only, and if you stop attacking bloodied creatures, then things those things lose value. Tricky. I'd say your best bet is to use whatever you come up with conditionally - ASAP in fights that look decided, but leave it out for the climactic stuff. [/QUOTE]
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