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[SWSE] A New Fear (OOC)
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<blockquote data-quote="JediJake" data-source="post: 5053311" data-attributes="member: 85153"><p><strong>Glass Cannons</strong></p><p></p><p>I have come to the realization in the D&D superheroes game I run and now in this came that every single character is a glass canon. The wizard especially don't get me wrong, but even the high con warriors suffer from the very real possibility that they could die regularly from the damage they are capable of dishing out several times over. It only exacerbates the problem when you add damage multipliers, which we are about to do. </p><p></p><p>So to escape, or more likely just delay the inevitable I've come up with a way round. Every time you level add your whole con number to your hp instead of just the bonus, keeping everything else the same. This way even a lowly non combative level ten noble with a nine con would still have at least 135 hp at the max level. What do you think of this change? I think it will help make fights last a bit longer. </p><p></p><p>Death and dying- Your characters die if they reach half thier hp in the negatives. If damage from the attack brings a character into the negatives but doesn't exceed the characters damage threshold the character is conscious and can take a swift action once per round on their turn (such as tossing a lightsaber to an ally or using a second wind) if it's more than their damage threshold they are unconscious and cannot act. Either way they are dying and lose a single hp per round in the negatives until they die. </p><p></p><p>Severe injuries- If a character takes damage equal to their DT*2 the character is considered seriously injured. Their movement down the condition track is persistant until they recieve medical attention. If this damage is enough to bring the character into the negatives as well the damage is considered life threatening and is described as limb loss or the like, enough to kill and it's a decapitation or similar instant kill shot. </p><p></p><p>Critical Hits- Now a bit of a catch all for any attack that exceeds a targets damage threshold. This works just fine as it is, but I think it could be funnier. I would like to develope a called shot system that would go off every time a character got a critical. So say two Jedi are fighting and the first attack is a doozy, the attacker saw an opening and took ruthless advantage of it and taking a move action from the opponent. This could be described as a trip or disarm or the like and add an extra layer to intensity to the combat. Giving the audience the illusion that things are getting rough. </p><p> </p><p>We have been using mst of these rules already, this is just the first time I've spelled them out completely. What are your thoughts? Next post will describe your week truly becoming Supercommandos, the Dyre Wolves.</p></blockquote><p></p>
[QUOTE="JediJake, post: 5053311, member: 85153"] [b]Glass Cannons[/b] I have come to the realization in the D&D superheroes game I run and now in this came that every single character is a glass canon. The wizard especially don't get me wrong, but even the high con warriors suffer from the very real possibility that they could die regularly from the damage they are capable of dishing out several times over. It only exacerbates the problem when you add damage multipliers, which we are about to do. So to escape, or more likely just delay the inevitable I've come up with a way round. Every time you level add your whole con number to your hp instead of just the bonus, keeping everything else the same. This way even a lowly non combative level ten noble with a nine con would still have at least 135 hp at the max level. What do you think of this change? I think it will help make fights last a bit longer. Death and dying- Your characters die if they reach half thier hp in the negatives. If damage from the attack brings a character into the negatives but doesn't exceed the characters damage threshold the character is conscious and can take a swift action once per round on their turn (such as tossing a lightsaber to an ally or using a second wind) if it's more than their damage threshold they are unconscious and cannot act. Either way they are dying and lose a single hp per round in the negatives until they die. Severe injuries- If a character takes damage equal to their DT*2 the character is considered seriously injured. Their movement down the condition track is persistant until they recieve medical attention. If this damage is enough to bring the character into the negatives as well the damage is considered life threatening and is described as limb loss or the like, enough to kill and it's a decapitation or similar instant kill shot. Critical Hits- Now a bit of a catch all for any attack that exceeds a targets damage threshold. This works just fine as it is, but I think it could be funnier. I would like to develope a called shot system that would go off every time a character got a critical. So say two Jedi are fighting and the first attack is a doozy, the attacker saw an opening and took ruthless advantage of it and taking a move action from the opponent. This could be described as a trip or disarm or the like and add an extra layer to intensity to the combat. Giving the audience the illusion that things are getting rough. We have been using mst of these rules already, this is just the first time I've spelled them out completely. What are your thoughts? Next post will describe your week truly becoming Supercommandos, the Dyre Wolves. [/QUOTE]
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