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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Making Combat More Deadly
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<blockquote data-quote="MarauderX" data-source="post: 3363522" data-attributes="member: 9990"><p>Hit location takes far too much time and accounting to be fun anymore. Check out Iron Heroes for armor as DR and working with balance on AC, armor, DR and HP. It's a bit slanted towards great heroics (Monty Cook = goofy), but the numbers by Mike Mearls are pretty solid. </p><p></p><p>Depending on how disabling/deadly you want to go, try a few of these. </p><p></p><p>1. A PC at half HP looses 1/2 movement from bleeding, trama, etc.</p><p>2. Death at 0 HP.</p><p>3. Each blow bleeds. Keep track of how many times a character has been hit, and for each hit the character looses an additional 1 HP a round. For even deadlier games, the bleeding is half the original damage, including critical blows. </p><p>4. Healing, magical or not, only heals one wound at a time, so slapping on a CLW no longer stabilizes the Barbarian with 20 wounds.</p><p>5. A character at 25% HP has a chance of passing out each round. A Fort save is needed to keep from passing out. Other characters can Aid Another to assist the roll. (as seen in movies, "STAY WITH ME!")</p><p>6. Poison does 1 point of ability damage each round up to the maximum allowed, in lieu of rolling.</p><p>7. Critical hits severe fingers, hands, feet, limbs.</p><p>8. Healing via magic works at a rate of 1 HP per round up to the amount rolled, instead of instantly. Only one healing spell may be in effect at a time.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 3363522, member: 9990"] Hit location takes far too much time and accounting to be fun anymore. Check out Iron Heroes for armor as DR and working with balance on AC, armor, DR and HP. It's a bit slanted towards great heroics (Monty Cook = goofy), but the numbers by Mike Mearls are pretty solid. Depending on how disabling/deadly you want to go, try a few of these. 1. A PC at half HP looses 1/2 movement from bleeding, trama, etc. 2. Death at 0 HP. 3. Each blow bleeds. Keep track of how many times a character has been hit, and for each hit the character looses an additional 1 HP a round. For even deadlier games, the bleeding is half the original damage, including critical blows. 4. Healing, magical or not, only heals one wound at a time, so slapping on a CLW no longer stabilizes the Barbarian with 20 wounds. 5. A character at 25% HP has a chance of passing out each round. A Fort save is needed to keep from passing out. Other characters can Aid Another to assist the roll. (as seen in movies, "STAY WITH ME!") 6. Poison does 1 point of ability damage each round up to the maximum allowed, in lieu of rolling. 7. Critical hits severe fingers, hands, feet, limbs. 8. Healing via magic works at a rate of 1 HP per round up to the amount rolled, instead of instantly. Only one healing spell may be in effect at a time. [/QUOTE]
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Making Combat More Deadly
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