ogre
First Post
I like the massive damage rules and think they are a nice attempt to make combat a little less predictable. However, in play I have found them wanting. Not that they don't do their job, but they just don't bring hit points out of thier staple of comfort. There's no degree of damage, you're either fully capable or near-death. I purposely made the MD save more difficult, so the effects would apply more often, but not be as dehibilitating all at once.
So, I came up with a little variant. A scalable use of MD, which does the following (hopefully)
1) Introduce stage-based MD, where a character slowly gets dehibilitated, instead of perfectly healthy then suddenly drop.
2) Have the stages slowly dehibilitate the character, getting worse at each progression, until on the final stage, he's disabled, instead of dying.
3) The massive damage save DC is equal to the total amount of hit point damage taken.
Here's the rules I cam up with. Bring on your opinions please.
Massive Damage Effects
There are three stages of massive damage effects. When a character first fails a massive damage saving throw they acquire stage one of the massive damage effects and are Shaken. Each time they fail a massive damage save they progress to the next stage, so a shaken character goes into shock at stage two or a character already in shock becomes disabled at stage three and immediately drops to 0 hit points. If the character is shaken, in shock or disabled from some other means besides massive damage, the character's current condition applies, forcing the character to pass over that stage and automatically move to the next stage. However, it must be pointed out that if the character is nauseous for reasons other than shock, the 'nauseous' condition does not necessarily mean that the character is in shock and does not apply.
Removing one of the conditions, from successful uses of the Treat Injury skill for instance, moves the character back one stage. So, if a character that is disabled from massive damage is restored to 1 hit point he is now in shock. If he is then subsequently treated for nausea, he becomes shaken. A shaken character who has the condition removed is free of all massive damage effects, at least until he fails another massive damage saving throw.
Stage One: Shaken
Stage Two: Shock, effectively nauseated
Stage Three: Disabled
So, I came up with a little variant. A scalable use of MD, which does the following (hopefully)
1) Introduce stage-based MD, where a character slowly gets dehibilitated, instead of perfectly healthy then suddenly drop.
2) Have the stages slowly dehibilitate the character, getting worse at each progression, until on the final stage, he's disabled, instead of dying.
3) The massive damage save DC is equal to the total amount of hit point damage taken.
Here's the rules I cam up with. Bring on your opinions please.
Massive Damage Effects
There are three stages of massive damage effects. When a character first fails a massive damage saving throw they acquire stage one of the massive damage effects and are Shaken. Each time they fail a massive damage save they progress to the next stage, so a shaken character goes into shock at stage two or a character already in shock becomes disabled at stage three and immediately drops to 0 hit points. If the character is shaken, in shock or disabled from some other means besides massive damage, the character's current condition applies, forcing the character to pass over that stage and automatically move to the next stage. However, it must be pointed out that if the character is nauseous for reasons other than shock, the 'nauseous' condition does not necessarily mean that the character is in shock and does not apply.
Removing one of the conditions, from successful uses of the Treat Injury skill for instance, moves the character back one stage. So, if a character that is disabled from massive damage is restored to 1 hit point he is now in shock. If he is then subsequently treated for nausea, he becomes shaken. A shaken character who has the condition removed is free of all massive damage effects, at least until he fails another massive damage saving throw.
Stage One: Shaken
Stage Two: Shock, effectively nauseated
Stage Three: Disabled