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Plausibility
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<blockquote data-quote="KarinsDad" data-source="post: 1209271" data-attributes="member: 2011"><p>As a long time DND and Rolemaster player, one of the aspects of DND that many Rolemaster players dislikes is the concept of "lack of plausibility" when it comes to damage in DND.</p><p></p><p>So, I created two house rules for my current DND campaign which forces players to think before going into combat. For example, if a combatant type PC rounds a corner and there are 3 opponents there with heavy crossbows, most mid or higher level players using core rules will attack those crossbowmen because the player basically knows that his hit points will protect him. In real life, 3 heavy crossbowmen will scare the crap out of almost anyone and the vast majority of even trained combatant types would not attack them with a melee weapon.</p><p></p><p>Rules:</p><p></p><p>1) If a character gets hit with an attack, he must make a DC 10 + damage taken Fort Save to not be "staggered" (i.e. -2 to all rolls). For each 5 points that the roll is missed by, the character is staggered for one round (i.e. rolling a 10 on a DC 16 roll results in 2 rounds of stagger). These rounds are cumulative (i.e. you can gain them from multiple attacks), but you only lose one round of stagger per round. If you get to 10 rounds of stagger, you fall unconscious regardless of your hit points. For every 5 points of curing that you get, you lose one round of stagger.</p><p></p><p>2) If a character is one third damaged (round closest), he is at -1 for all rolls. A character at two thirds damaged is at -2 for all rolls. At zero or fewer hit points (if you have a way to still be conscious below zero hit points), the character is at -3 for all rolls. Note: this rule makes spells like Aid a lot more worthwhile.</p><p></p><p></p><p>We have found in our game that players make more reasonable decisions with regard to combat when their combat effectiveness (to hit rolls, damage rolls, saves, skills like tumble and concentration) starts dropping as they get wounded. They no longer rely on their boatload of hit points to save them and a single attack on an unwounded character can easily change the course of a battle.</p><p></p><p>Anyway, just thought I'd share these house rules with people. Hope you find them useful.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 1209271, member: 2011"] As a long time DND and Rolemaster player, one of the aspects of DND that many Rolemaster players dislikes is the concept of "lack of plausibility" when it comes to damage in DND. So, I created two house rules for my current DND campaign which forces players to think before going into combat. For example, if a combatant type PC rounds a corner and there are 3 opponents there with heavy crossbows, most mid or higher level players using core rules will attack those crossbowmen because the player basically knows that his hit points will protect him. In real life, 3 heavy crossbowmen will scare the crap out of almost anyone and the vast majority of even trained combatant types would not attack them with a melee weapon. Rules: 1) If a character gets hit with an attack, he must make a DC 10 + damage taken Fort Save to not be "staggered" (i.e. -2 to all rolls). For each 5 points that the roll is missed by, the character is staggered for one round (i.e. rolling a 10 on a DC 16 roll results in 2 rounds of stagger). These rounds are cumulative (i.e. you can gain them from multiple attacks), but you only lose one round of stagger per round. If you get to 10 rounds of stagger, you fall unconscious regardless of your hit points. For every 5 points of curing that you get, you lose one round of stagger. 2) If a character is one third damaged (round closest), he is at -1 for all rolls. A character at two thirds damaged is at -2 for all rolls. At zero or fewer hit points (if you have a way to still be conscious below zero hit points), the character is at -3 for all rolls. Note: this rule makes spells like Aid a lot more worthwhile. We have found in our game that players make more reasonable decisions with regard to combat when their combat effectiveness (to hit rolls, damage rolls, saves, skills like tumble and concentration) starts dropping as they get wounded. They no longer rely on their boatload of hit points to save them and a single attack on an unwounded character can easily change the course of a battle. Anyway, just thought I'd share these house rules with people. Hope you find them useful. [/QUOTE]
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