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More wiggle room in dying rules?
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<blockquote data-quote="takyris" data-source="post: 1013341" data-attributes="member: 5171"><p>I'm considering a House Rule to make games a little less deadly but a little more interesting for my players. I'd like to hear thoughts:</p><p></p><p>1) Everything up to -10 is treated normally, and the flavor-text for these injuries is "He'll be fine." If this were an episode of Buffy, this would be Xander getting thrown against a wall and knocked out or Willow taking a glancing blow from a demon's club.</p><p></p><p>2) From -10 to -19 is treated as "In Serious Trouble." If this were an episode of Buffy, this would be Buffy saying, "Hang on, Will, we'll get you to a hospital," and then turning to Xander and shouting, "Get an ambulence!" and doing the big-teary-eyes thing while the camera faded to black. Anyone at (2) is unconscious, even if they have the Remain Conscious feat. They're probably going to be in a coma.</p><p></p><p>3) From -20 on is dead.</p><p></p><p>4) From -30 on is dead and mutilated to the point where the body is in a bunch of gristly bits. (Tough to identify, impossible to raise by conventional means.)</p><p></p><p>The big change is, of course, in (2). I'm thinking that people who get taken to (2) and then live to recover, should have a chance of something bad happening to them. I'm thinking of some kind of percentile table roll or something, with results that included:</p><p></p><p>Nothing</p><p>Concussion (-4 to effective Dex, Int, or Wis) for the next 1d6 weeks</p><p>Random limb broken, in cast for next 5+1d6 weeks</p><p>Temporarily blinded or deafened for 1d6 weeks</p><p>Back injury -- Paraplegic paralysis for 3d6 weeks</p><p>Neck injury -- In bed, not moving, for next 3d6 weeks</p><p>Coma -- lasts d4 weeks. On 3, roll again and add. On 4, roll again TWICE and add. Can conceivably last a HUGE length of time.</p><p>Permanent loss of one limb</p><p>Permanent blindness or deafness</p><p>Long-term paralysis, para- or quadraplegic</p><p></p><p>That's a rough, off-top-of-head list.</p><p></p><p>I don't relish the thought of every PC running around with eyepatches and wooden legs, and I wouldn't introduce this into a completely heroic setting. The -20 threshold lets people survive longer than they otherwise would, but with the realism factor of having a cast for the next little while, game-time.</p><p></p><p>I would have anything permanent be extremely unlikely, and I would allow characters to use Action Points to modify the roll away from something they really don't want (like a Fast Hero with a broken leg or a Strong Hero being completely paralyzed).</p><p></p><p>Thoughts? As I said, not for every campaign. A more likely rule for every campaign I run would be to keep the -20 threshold and just say, "If you're taken to between -10 and -20, your character automatically comes out with something more serious -- pick something that affects you for the next 1d6 weeks, either a broken bone or a bad back or something like that."</p><p></p><p>Still cheaper than dying...</p><p></p><p>Thanks for any thoughts or ideas.</p></blockquote><p></p>
[QUOTE="takyris, post: 1013341, member: 5171"] I'm considering a House Rule to make games a little less deadly but a little more interesting for my players. I'd like to hear thoughts: 1) Everything up to -10 is treated normally, and the flavor-text for these injuries is "He'll be fine." If this were an episode of Buffy, this would be Xander getting thrown against a wall and knocked out or Willow taking a glancing blow from a demon's club. 2) From -10 to -19 is treated as "In Serious Trouble." If this were an episode of Buffy, this would be Buffy saying, "Hang on, Will, we'll get you to a hospital," and then turning to Xander and shouting, "Get an ambulence!" and doing the big-teary-eyes thing while the camera faded to black. Anyone at (2) is unconscious, even if they have the Remain Conscious feat. They're probably going to be in a coma. 3) From -20 on is dead. 4) From -30 on is dead and mutilated to the point where the body is in a bunch of gristly bits. (Tough to identify, impossible to raise by conventional means.) The big change is, of course, in (2). I'm thinking that people who get taken to (2) and then live to recover, should have a chance of something bad happening to them. I'm thinking of some kind of percentile table roll or something, with results that included: Nothing Concussion (-4 to effective Dex, Int, or Wis) for the next 1d6 weeks Random limb broken, in cast for next 5+1d6 weeks Temporarily blinded or deafened for 1d6 weeks Back injury -- Paraplegic paralysis for 3d6 weeks Neck injury -- In bed, not moving, for next 3d6 weeks Coma -- lasts d4 weeks. On 3, roll again and add. On 4, roll again TWICE and add. Can conceivably last a HUGE length of time. Permanent loss of one limb Permanent blindness or deafness Long-term paralysis, para- or quadraplegic That's a rough, off-top-of-head list. I don't relish the thought of every PC running around with eyepatches and wooden legs, and I wouldn't introduce this into a completely heroic setting. The -20 threshold lets people survive longer than they otherwise would, but with the realism factor of having a cast for the next little while, game-time. I would have anything permanent be extremely unlikely, and I would allow characters to use Action Points to modify the roll away from something they really don't want (like a Fast Hero with a broken leg or a Strong Hero being completely paralyzed). Thoughts? As I said, not for every campaign. A more likely rule for every campaign I run would be to keep the -20 threshold and just say, "If you're taken to between -10 and -20, your character automatically comes out with something more serious -- pick something that affects you for the next 1d6 weeks, either a broken bone or a bad back or something like that." Still cheaper than dying... Thanks for any thoughts or ideas. [/QUOTE]
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