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More wiggle room in dying rules?
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<blockquote data-quote="aurance" data-source="post: 1023265" data-attributes="member: 12854"><p>Forgive me if I misunderstand this... But in your system, there's exactly the same amount of room between "headache" and death as in core d20 Modern. Your system has -10 to -19, wheras Core has -1 to -9. So what's the change? Also, there's no game effect for PCs between positive hp and 0 to -9 hp? Isn't that the same as just adding 10 hp?</p><p></p><p>If your PCs just keep fighting until they hit their negatives, they're being extremely and unrealistically fool-hardy. (This would qualify for me as "a) They do something REALLY stupid".) I mean, if they see that their hp are in the single digits most sensible PCs would take stock of their situation and run. They should *know* that unconsciousness and/or trauma is right around the corner and not keep fighting.</p><p></p><p>If your goal is to make lower level PCs tougher, just give them 10 extra hp. If you want to keep the flavor of near-death trauma, institute your system of possible permanent injury upon hitting -1 to -9 hp (which is quite nice, btw). But it makes little sense for X hp to -10 hp to represent one state, instead of just X+10 hp to 0.</p><p></p><p>-A</p></blockquote><p></p>
[QUOTE="aurance, post: 1023265, member: 12854"] Forgive me if I misunderstand this... But in your system, there's exactly the same amount of room between "headache" and death as in core d20 Modern. Your system has -10 to -19, wheras Core has -1 to -9. So what's the change? Also, there's no game effect for PCs between positive hp and 0 to -9 hp? Isn't that the same as just adding 10 hp? If your PCs just keep fighting until they hit their negatives, they're being extremely and unrealistically fool-hardy. (This would qualify for me as "a) They do something REALLY stupid".) I mean, if they see that their hp are in the single digits most sensible PCs would take stock of their situation and run. They should *know* that unconsciousness and/or trauma is right around the corner and not keep fighting. If your goal is to make lower level PCs tougher, just give them 10 extra hp. If you want to keep the flavor of near-death trauma, institute your system of possible permanent injury upon hitting -1 to -9 hp (which is quite nice, btw). But it makes little sense for X hp to -10 hp to represent one state, instead of just X+10 hp to 0. -A [/QUOTE]
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