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Realism, Heroism, and Abstract Hit Points
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<blockquote data-quote="Fallen Seraph" data-source="post: 4022045" data-attributes="member: 57894"><p>I don't really have much to add... But, well here goes.</p><p></p><p>This is one idea after reading this stuff I thought of/tempted to toy with. It sorta mixes old and new.</p><p></p><p>A fighter gets attacked from the side, his hit-ratio math is (1-20): -1 for being caught off-guard, but +2 for wearing full-plate for say a total of 6 (5 is a base-number). The DM rolls gets a 8. He manages to slip past the armour to attack.</p><p></p><p>Now that he has managed to attack, how much will this affect him? The dagger gives a +10% to serious harm. The DM rolls a 40% + 10% equals: 50%. So at 50% he has trouble moving (less movement squares/amount of actions he can take). </p><p></p><p>If the DM had scored a 80-90& he would have done serious enough harm to have the Fighter roll to see if falls unconscious. 90%-100% would mean death.</p><p></p><p>Certain effects on the weapon could be used like this as well, say the dagger was serrated it then opens the ability to on-top of the ordinary effect a additional effect. Say it gives a 40% of having a bleed wound (over-time this will cause a person to fall unconscious (however close it is to the 80%-90% needed to fall unconscious is that many rounds it takes to reach it). This however, will also be effected by a fighters rolls, with his own bonuses, such as say a silk-shirt, etc.</p><p></p><p>This system could mean that, the means of attack as well as the method of delivery can be effected and delivered in a more realistic fashion. So for another example, the Fighter is inside a trench, a cannon goes off. The trench gives him a +4, and the loud sound another +1, for a total of: 10. The cannon however because of concussive force and shrapnel has a +5. It beats his hit-ratio.</p><p></p><p>Being a cannon this has a +40% chance of doing serious harm. The DM rolls a 0%. Given the 40% the fighter is knocked off his feet and loses a turn. </p><p></p><p>However he must also deal with the cannons' side-effects, which has high 30% for being stunned. He manages to not get stunned because of a feat that gave him a sturdy frame.</p><p></p><p>This percentile system could be used for falling to. The farther you fall, a larger damage-bracket is opened. With the maximum bracket being death.</p></blockquote><p></p>
[QUOTE="Fallen Seraph, post: 4022045, member: 57894"] I don't really have much to add... But, well here goes. This is one idea after reading this stuff I thought of/tempted to toy with. It sorta mixes old and new. A fighter gets attacked from the side, his hit-ratio math is (1-20): -1 for being caught off-guard, but +2 for wearing full-plate for say a total of 6 (5 is a base-number). The DM rolls gets a 8. He manages to slip past the armour to attack. Now that he has managed to attack, how much will this affect him? The dagger gives a +10% to serious harm. The DM rolls a 40% + 10% equals: 50%. So at 50% he has trouble moving (less movement squares/amount of actions he can take). If the DM had scored a 80-90& he would have done serious enough harm to have the Fighter roll to see if falls unconscious. 90%-100% would mean death. Certain effects on the weapon could be used like this as well, say the dagger was serrated it then opens the ability to on-top of the ordinary effect a additional effect. Say it gives a 40% of having a bleed wound (over-time this will cause a person to fall unconscious (however close it is to the 80%-90% needed to fall unconscious is that many rounds it takes to reach it). This however, will also be effected by a fighters rolls, with his own bonuses, such as say a silk-shirt, etc. This system could mean that, the means of attack as well as the method of delivery can be effected and delivered in a more realistic fashion. So for another example, the Fighter is inside a trench, a cannon goes off. The trench gives him a +4, and the loud sound another +1, for a total of: 10. The cannon however because of concussive force and shrapnel has a +5. It beats his hit-ratio. Being a cannon this has a +40% chance of doing serious harm. The DM rolls a 0%. Given the 40% the fighter is knocked off his feet and loses a turn. However he must also deal with the cannons' side-effects, which has high 30% for being stunned. He manages to not get stunned because of a feat that gave him a sturdy frame. This percentile system could be used for falling to. The farther you fall, a larger damage-bracket is opened. With the maximum bracket being death. [/QUOTE]
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