Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Never going to "Dieing" in combat?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Cerebral Paladin" data-source="post: 5735219" data-attributes="member: 3448"><p>This reminds me of how "damage" works in Dogs in the Vineyard. (I put "damage" in quotes because the concept in Dogs, called fallout, is both broader and different from normal damage.) The Dogs approach also has you never falling during a conflict. In fact, you don't even know how badly hurt you necessarily are--you just pick up dice of fallout. After the conflict is over, win or lose, you roll the fallout dice--typically a big handful of dice, ranging in size from d4s to d10s, but for the most part only the two highest rolls matter. If you get a 20 (only possible if you've been shot, and unlikely then--I've never seen it happen), you're killed--you get to give a little speech if you like, and then your PC is dead. If you get a 16-19, your PC dies unless somebody else succeeds in a "skill challenge" to save you, in which case you take some long term effects. Lower numbers won't kill you, but can produce some long-term or short-term negative consequences.</p><p></p><p>The d20 equivalent would be that you don't roll damage as you take the damage, only at the end of the battle. In the meantime, you're accumulating dice of damage--so instead of an ogre hitting you for 15 hp (the results of 1d12+8), it would hit you for 1d12+8 (unresolved until the end of the combat). You might then end the combat with 4d12+3d10+5d6+30 damage. You would then roll all of those dice, compare it to your hp total, and get a result like "Greater than two times hp, dead; greater than hp, serious wound that takes a while to go away (and maybe a skill challenge to save you, but meh); greater than half-hp but less than hp, minor wound that lasts for one encounter or something; less than half-hp, you dust yourself off and are fine."</p><p></p><p>One of the things I like about the idea is that you would have interesting tipping points--"Hmm, I could get killed by this fight, but I'm probably okay--I better start being more cautious." Or "wow, I'm almost certainly dead at the end of this fight--time to go out like a hero! Let's do everything we can to direct damage to me, and I'm going to stay in this fight and win it, but the rest of you can retreat." I could see that being very awesome and cinematic.</p><p></p><p>How magical healing would work is an interesting question. My guess is that it should remove dice from the damage pool, but that there should be a rule that the final pool can never be smaller than the biggest the pool got to? (i.e. if you made it up to 4d12+6d6+20, and got healed for 4d6+10, your current pool would go down to 4d12+2d6+10, from which it might then climb to 4d12+8d6+24. But if at the end of the fight, your pool is lower than 4d12+6d6+20, you roll that instead.) The idea would be to prevent lots of healing all at the end of a fight, while it's technically still going on but the PCs have clearly won. But this is inelegant. Maybe you could just let the DM declare that a fight is over, and roll damage, at the DMs option?</p><p></p><p>Anyway, it might be neat. It wouldn't be for everyone, but it would create an interesting cinematic feel for combat, while retaining the possibility of PC death. Note that this also needs to be considered with the game's approach to raising the dead. If the dead can be raised easily, then increasing the probability of PCs dying while guaranteeing that the PCs can win every fight has the effect of vastly increasing the PCs' capabilities.</p></blockquote><p></p>
[QUOTE="Cerebral Paladin, post: 5735219, member: 3448"] This reminds me of how "damage" works in Dogs in the Vineyard. (I put "damage" in quotes because the concept in Dogs, called fallout, is both broader and different from normal damage.) The Dogs approach also has you never falling during a conflict. In fact, you don't even know how badly hurt you necessarily are--you just pick up dice of fallout. After the conflict is over, win or lose, you roll the fallout dice--typically a big handful of dice, ranging in size from d4s to d10s, but for the most part only the two highest rolls matter. If you get a 20 (only possible if you've been shot, and unlikely then--I've never seen it happen), you're killed--you get to give a little speech if you like, and then your PC is dead. If you get a 16-19, your PC dies unless somebody else succeeds in a "skill challenge" to save you, in which case you take some long term effects. Lower numbers won't kill you, but can produce some long-term or short-term negative consequences. The d20 equivalent would be that you don't roll damage as you take the damage, only at the end of the battle. In the meantime, you're accumulating dice of damage--so instead of an ogre hitting you for 15 hp (the results of 1d12+8), it would hit you for 1d12+8 (unresolved until the end of the combat). You might then end the combat with 4d12+3d10+5d6+30 damage. You would then roll all of those dice, compare it to your hp total, and get a result like "Greater than two times hp, dead; greater than hp, serious wound that takes a while to go away (and maybe a skill challenge to save you, but meh); greater than half-hp but less than hp, minor wound that lasts for one encounter or something; less than half-hp, you dust yourself off and are fine." One of the things I like about the idea is that you would have interesting tipping points--"Hmm, I could get killed by this fight, but I'm probably okay--I better start being more cautious." Or "wow, I'm almost certainly dead at the end of this fight--time to go out like a hero! Let's do everything we can to direct damage to me, and I'm going to stay in this fight and win it, but the rest of you can retreat." I could see that being very awesome and cinematic. How magical healing would work is an interesting question. My guess is that it should remove dice from the damage pool, but that there should be a rule that the final pool can never be smaller than the biggest the pool got to? (i.e. if you made it up to 4d12+6d6+20, and got healed for 4d6+10, your current pool would go down to 4d12+2d6+10, from which it might then climb to 4d12+8d6+24. But if at the end of the fight, your pool is lower than 4d12+6d6+20, you roll that instead.) The idea would be to prevent lots of healing all at the end of a fight, while it's technically still going on but the PCs have clearly won. But this is inelegant. Maybe you could just let the DM declare that a fight is over, and roll damage, at the DMs option? Anyway, it might be neat. It wouldn't be for everyone, but it would create an interesting cinematic feel for combat, while retaining the possibility of PC death. Note that this also needs to be considered with the game's approach to raising the dead. If the dead can be raised easily, then increasing the probability of PCs dying while guaranteeing that the PCs can win every fight has the effect of vastly increasing the PCs' capabilities. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Never going to "Dieing" in combat?
Top