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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Making combat deadlier.
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<blockquote data-quote="IstraRaugir" data-source="post: 6056400" data-attributes="member: 6669195"><p>It all depends on what you mean with 'deadlier'. Either you want the PCs to actually die a lot; which isn't hard to do with all the tools you have at your disposal. Just lower HP, up the damage, save-or-die, etc. Or, like others have suggested, you want to make combat <em>feel</em> deadlier; which is a bit trickier. I'd suggest using some sort of wound system to have the enemy's attacks carry more weight. A system I like to use personally involves rolling a body-area chart whenever a PC get hits by a crit, is dropped to 1/2 HP or dropped to 0 HP. Whatever limb you roll is then damaged by that attack and actions that rely on that limb get a penalty (-2 to melee attack and damage rolls with an injured arm, -5ft speed with an injured leg). Multiple injuries to the same limb stack to cause more severe penalties and prolong healing time (I work with 3 stages: minor (1 day/simple healing to recover), major (severe penalty, can take up to a month to recover) and mortal (limb permanently disabled, requires some high-end magic to fix). The healing times are an important factor in this: PCs are usually more than willing to risk their lives, knowing that they'll be fully healed in the morning, but if you hang the threat of actually losing a limb above their head, they'll quickly think twice before rushing into combat.</p><p> </p><p>Anyways, that's the system that I like to use. You may like it, or you may not.</p></blockquote><p></p>
[QUOTE="IstraRaugir, post: 6056400, member: 6669195"] It all depends on what you mean with 'deadlier'. Either you want the PCs to actually die a lot; which isn't hard to do with all the tools you have at your disposal. Just lower HP, up the damage, save-or-die, etc. Or, like others have suggested, you want to make combat [I]feel[/I] deadlier; which is a bit trickier. I'd suggest using some sort of wound system to have the enemy's attacks carry more weight. A system I like to use personally involves rolling a body-area chart whenever a PC get hits by a crit, is dropped to 1/2 HP or dropped to 0 HP. Whatever limb you roll is then damaged by that attack and actions that rely on that limb get a penalty (-2 to melee attack and damage rolls with an injured arm, -5ft speed with an injured leg). Multiple injuries to the same limb stack to cause more severe penalties and prolong healing time (I work with 3 stages: minor (1 day/simple healing to recover), major (severe penalty, can take up to a month to recover) and mortal (limb permanently disabled, requires some high-end magic to fix). The healing times are an important factor in this: PCs are usually more than willing to risk their lives, knowing that they'll be fully healed in the morning, but if you hang the threat of actually losing a limb above their head, they'll quickly think twice before rushing into combat. Anyways, that's the system that I like to use. You may like it, or you may not. [/QUOTE]
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Making combat deadlier.
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