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Saving the multiverse from the bane of the d20 System
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<blockquote data-quote="EricNoah" data-source="post: 437919" data-attributes="member: 4"><p>My next campaign will incorporate something called Mobility Injuries. Basically it works like Death from Massive Damage but the hp threshold is lower (30 points from a single blow/injury but not cold or subdual energy damage -- in my campaign those are going to cause subdual instead of hp damage) and there's a Fort save involved, and if you fail it you are at half movement rate and at -4 on any action requiring strenuous movement (attacking, jumping, swimming, Reflex saves). You keep this mobility injury until you have completely healed up (no hp or subdual damage). </p><p></p><p>Also going to introduce chances for infections -- every day in which you are not fully healed there's a chance of contracting a minor disease. </p><p></p><p>With both of these rules I will be expanding the role of non-clerical healers -- more uses for the Heal skill, herbal remedies, etc.</p></blockquote><p></p>
[QUOTE="EricNoah, post: 437919, member: 4"] My next campaign will incorporate something called Mobility Injuries. Basically it works like Death from Massive Damage but the hp threshold is lower (30 points from a single blow/injury but not cold or subdual energy damage -- in my campaign those are going to cause subdual instead of hp damage) and there's a Fort save involved, and if you fail it you are at half movement rate and at -4 on any action requiring strenuous movement (attacking, jumping, swimming, Reflex saves). You keep this mobility injury until you have completely healed up (no hp or subdual damage). Also going to introduce chances for infections -- every day in which you are not fully healed there's a chance of contracting a minor disease. With both of these rules I will be expanding the role of non-clerical healers -- more uses for the Heal skill, herbal remedies, etc. [/QUOTE]
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