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<blockquote data-quote="Angcuru" data-source="post: 914813" data-attributes="member: 10948"><p>*puts on old wisened chinese guy mask*</p><p></p><p>A single grain of rice is often all that is needed to tip the scales.</p><p></p><p>This is really useful in high-stakes combats, such as BBEG fights, and generally any very dangerous fight where you can only get in a hit every now and then, and you have to make each hit count. Also adds a lot of realism. I mean, isn't if awfully lame how even if you take upwards of 100 points of damage and manage to survive, you are perfectly fine and don't bleed at all? Some people would say that excessive bleeding and the like are counted in the damage, but it doesn't seem to make sense. If the BBEG takes a couple sneak attacks, enough to kill him, damage wise, he just drops dead. LAME!. He should become disoriented and stumble around aimlessly for 30 seconds or so, clutching at walls, tables, and other objects for support until he finally collapses in a dead heap. You get something like this with bleeding damage, at least! </p><p></p><p>What would you rather have:</p><p></p><p>The BBEG gets stabbed real good and drops dead, no climactic moment, he just dies...now the PCs are free to take his stuff and go to the local tavern to celebrate.</p><p></p><p>The BBEG gets stabbed real good, and becomes disoriented and stumbles around aimlessly for 30 seconds or so, clutching at walls, tables, and other objects for support until he finally stares into the eyes of the rogue who stabbed him and collapses in a dead heap in front of him.</p><p></p><p>I'll take the latter, thank you.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /></p></blockquote><p></p>
[QUOTE="Angcuru, post: 914813, member: 10948"] *puts on old wisened chinese guy mask* A single grain of rice is often all that is needed to tip the scales. This is really useful in high-stakes combats, such as BBEG fights, and generally any very dangerous fight where you can only get in a hit every now and then, and you have to make each hit count. Also adds a lot of realism. I mean, isn't if awfully lame how even if you take upwards of 100 points of damage and manage to survive, you are perfectly fine and don't bleed at all? Some people would say that excessive bleeding and the like are counted in the damage, but it doesn't seem to make sense. If the BBEG takes a couple sneak attacks, enough to kill him, damage wise, he just drops dead. LAME!. He should become disoriented and stumble around aimlessly for 30 seconds or so, clutching at walls, tables, and other objects for support until he finally collapses in a dead heap. You get something like this with bleeding damage, at least! What would you rather have: The BBEG gets stabbed real good and drops dead, no climactic moment, he just dies...now the PCs are free to take his stuff and go to the local tavern to celebrate. The BBEG gets stabbed real good, and becomes disoriented and stumbles around aimlessly for 30 seconds or so, clutching at walls, tables, and other objects for support until he finally stares into the eyes of the rogue who stabbed him and collapses in a dead heap in front of him. I'll take the latter, thank you.:rolleyes: [/QUOTE]
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