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General Tabletop Discussion
*Pathfinder & Starfinder
Something that has to be modeled in this game and currently is not
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<blockquote data-quote="cmbarona" data-source="post: 6012580" data-attributes="member: 71281"><p>What about modeling some types of damage in hit dice instead of standard HP? In 4e I would propose base surge value (without modifiers), basically .25x HP. Or increments of 0.5x HP (again, 4e, bloodied value). At this stage of danger, you risk losing half your max HP. At this stage, you risk losing 1x max HP and maybe suffering from some sort of wound. At this stage, you risk taking 1.5x max HP (instant death). That would be simple enough to model immediate consequences, except the possible wound. Supposedly, if you die and have the potential for resurrection, your body would be restored in that process anyway. Skill checks or saving throws could step the damage down or somehow otherwise mitigate it. Some abilities like spells could let you just barely survive.</p><p></p><p></p><p></p><p>This is a little tricky, but again I refer you to the concept that you don't actually get stabbed until you get to 0 HP. Supposedly, sword stabs aren't less deadly as you level up, you're just better at avoiding them. The difference here is that we're looking at cases where getting hurt is not a disputed part of the narrative, like it is in the case of non-0-HP damage in combat. If you know you have fallen and hit the ground, the argument put forth here is that some cases should be as deadly as knowing a goblin got landed a fatal blow.</p><p></p><p>Another idea that just popped into my head, if a wound module is to be attached, is that wounds can be simplified by making them specific to damage type. Falling yields bludgeoning damage, for example, and bludgeoning wounds (which maybe occur when you drop to 0 or fewer HP by a bludgeoning source) yield a different effect than slashing, piercing, or fire/necrotic/radiant/poison/curry wounds.</p></blockquote><p></p>
[QUOTE="cmbarona, post: 6012580, member: 71281"] What about modeling some types of damage in hit dice instead of standard HP? In 4e I would propose base surge value (without modifiers), basically .25x HP. Or increments of 0.5x HP (again, 4e, bloodied value). At this stage of danger, you risk losing half your max HP. At this stage, you risk losing 1x max HP and maybe suffering from some sort of wound. At this stage, you risk taking 1.5x max HP (instant death). That would be simple enough to model immediate consequences, except the possible wound. Supposedly, if you die and have the potential for resurrection, your body would be restored in that process anyway. Skill checks or saving throws could step the damage down or somehow otherwise mitigate it. Some abilities like spells could let you just barely survive. This is a little tricky, but again I refer you to the concept that you don't actually get stabbed until you get to 0 HP. Supposedly, sword stabs aren't less deadly as you level up, you're just better at avoiding them. The difference here is that we're looking at cases where getting hurt is not a disputed part of the narrative, like it is in the case of non-0-HP damage in combat. If you know you have fallen and hit the ground, the argument put forth here is that some cases should be as deadly as knowing a goblin got landed a fatal blow. Another idea that just popped into my head, if a wound module is to be attached, is that wounds can be simplified by making them specific to damage type. Falling yields bludgeoning damage, for example, and bludgeoning wounds (which maybe occur when you drop to 0 or fewer HP by a bludgeoning source) yield a different effect than slashing, piercing, or fire/necrotic/radiant/poison/curry wounds. [/QUOTE]
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