3catcircus
Adventurer
The recent threads on piecemeal armor, realism, etc. has got me thinking about ways to make combat more deadly. Below are some of my thoughts. Feel free to provide feedback.
1. Use Armor as DR.
2. Use hit locations:
Die Roll Biped Location Quadruped Location
1 Head Head
2 Rt. Arm Forequarter
3 Lt. Arm Forequarter
4 Chest Forequarter
5 Abdomen Chest
6 Abdomen Chest
7 Rt. Leg Abdomen
8 Rt. Leg Hindquarter
9 Lt. Leg Hindquarter
10 Lt. Leg Hindquarter
3. Use a VP/WP system with location-based wound points (Head = Con, Chest =(Str+Con)x2, Abdomen, arms, legs each have Str+Con)
4. Any hit to the head (VP or WP) that exceeds 1/2 your Con requires you to roll a DC (5+damage taken) Will save to avoid being stunned for 1d4 rounds.
5. If you suffer damage to your legs (VP or WP) that exceeds your Dex, make a DC (5 + Damage) Ref save or you are knocked prone.
6. In addition to the normal VP/WP effects, when your WP for legs is reduced, your movement rate is reduced (i.e. if you have 20 WP for each leg, and lose 10 points from your left leg, your movement rate is reduced by 25%) You could do discrete reductions (25%, 50%, 75%, no movement).
7. For your arms, any damage (VP or WP) that exceeds your Dex results in a DC (5+Damage) Will save or drop whatever item is held in that hand.
8. Any damage (VP or WP) exceeding your Con to your abdomen results in DC (5+damage) Fort save or be nauseated for 1d4 rounds. Likewise, for the chest, it is a Fort save or be staggered for 1d4 rounds.
9. When your WP for any location drops to 1/2 max, you start bleeding out (treat as the Arterial Strike feat).
10. Burn damage is per second until extinguished.
Note that for the effects where damage exceeds an ability score (above) the intent is any single attack.
1. Use Armor as DR.
2. Use hit locations:
Die Roll Biped Location Quadruped Location
1 Head Head
2 Rt. Arm Forequarter
3 Lt. Arm Forequarter
4 Chest Forequarter
5 Abdomen Chest
6 Abdomen Chest
7 Rt. Leg Abdomen
8 Rt. Leg Hindquarter
9 Lt. Leg Hindquarter
10 Lt. Leg Hindquarter
3. Use a VP/WP system with location-based wound points (Head = Con, Chest =(Str+Con)x2, Abdomen, arms, legs each have Str+Con)
4. Any hit to the head (VP or WP) that exceeds 1/2 your Con requires you to roll a DC (5+damage taken) Will save to avoid being stunned for 1d4 rounds.
5. If you suffer damage to your legs (VP or WP) that exceeds your Dex, make a DC (5 + Damage) Ref save or you are knocked prone.
6. In addition to the normal VP/WP effects, when your WP for legs is reduced, your movement rate is reduced (i.e. if you have 20 WP for each leg, and lose 10 points from your left leg, your movement rate is reduced by 25%) You could do discrete reductions (25%, 50%, 75%, no movement).
7. For your arms, any damage (VP or WP) that exceeds your Dex results in a DC (5+Damage) Will save or drop whatever item is held in that hand.
8. Any damage (VP or WP) exceeding your Con to your abdomen results in DC (5+damage) Fort save or be nauseated for 1d4 rounds. Likewise, for the chest, it is a Fort save or be staggered for 1d4 rounds.
9. When your WP for any location drops to 1/2 max, you start bleeding out (treat as the Arterial Strike feat).
10. Burn damage is per second until extinguished.
Note that for the effects where damage exceeds an ability score (above) the intent is any single attack.
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