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[SWSE] A New Fear (OOC)
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<blockquote data-quote="JediJake" data-source="post: 5053930" data-attributes="member: 85153"><p><strong>Quicknotes</strong></p><p></p><p>Now that I have slept on it and listened to your good ideas I think I've come up with slightly better versions of a few things. </p><p></p><p>Hp-Your class hp should be slightly higher I think, better reflecting your career choices. A heroic soldier would start at 3* his HD (d12) plus con number and at level two should get 1.5 HD(18) + con number. Scoundrels would get 12 at lvl 2 and nobles would get 9 hp. Make more sense? </p><p></p><p>Death and dying-Very much the same as I've described but also add your constitution number to the bottom of your negatives. If your character gets lowered through attrition -1's in the negs without breaching your damage threshold once he reaches his con number he is unconscious and not in immediate danger from dying, like a kncokout punch roll 2d6 at this point the first is how long you pass out for 1-3 would be rounds, 4 and 5 would be hours and 6 would be days(not that it will likely come up). If the attack that brought your char into the negs breached your dt then it's more serious, your character takes 2 dam per round in the negs and once he or she reaches con number the take 1 con damage on the first round and one ever hour after, and are unconscious. If your down from a severe injury dt*2 you take five damage per round in the negatives and when you reach your con you take one con damage every round until you die, if you ain't there already. </p><p></p><p>Tell it to me straight doc-Even trained healers make mistakes, before a character can make a heal check they need to find out exactly what's wrong. Before the docter can administer aid he needs to make a heal check as a move action to find out what's going on. If the doctor and the wounded are the same person they get a plus five to the check. Not life threatening needs to succeed a dc 10. Serious dc 15, critical 20. Failure on this check imposes a -5 on the heal check. Conscious patients generally aid another on this check, telling the good doctor where the booboo is and how bad it hurts. Force users need to make a utf check for the same reasons and consequences. </p><p>Now I know that looks like a mess, but that there might be the most real life accurate model of dying in d20. Humans are pretty darn tough and can hang on to life for days sometimes after being critically wounded. This makes medical attention required in a game without magical forces healing folks instead of just a few hours nap.</p></blockquote><p></p>
[QUOTE="JediJake, post: 5053930, member: 85153"] [b]Quicknotes[/b] Now that I have slept on it and listened to your good ideas I think I've come up with slightly better versions of a few things. Hp-Your class hp should be slightly higher I think, better reflecting your career choices. A heroic soldier would start at 3* his HD (d12) plus con number and at level two should get 1.5 HD(18) + con number. Scoundrels would get 12 at lvl 2 and nobles would get 9 hp. Make more sense? Death and dying-Very much the same as I've described but also add your constitution number to the bottom of your negatives. If your character gets lowered through attrition -1's in the negs without breaching your damage threshold once he reaches his con number he is unconscious and not in immediate danger from dying, like a kncokout punch roll 2d6 at this point the first is how long you pass out for 1-3 would be rounds, 4 and 5 would be hours and 6 would be days(not that it will likely come up). If the attack that brought your char into the negs breached your dt then it's more serious, your character takes 2 dam per round in the negs and once he or she reaches con number the take 1 con damage on the first round and one ever hour after, and are unconscious. If your down from a severe injury dt*2 you take five damage per round in the negatives and when you reach your con you take one con damage every round until you die, if you ain't there already. Tell it to me straight doc-Even trained healers make mistakes, before a character can make a heal check they need to find out exactly what's wrong. Before the docter can administer aid he needs to make a heal check as a move action to find out what's going on. If the doctor and the wounded are the same person they get a plus five to the check. Not life threatening needs to succeed a dc 10. Serious dc 15, critical 20. Failure on this check imposes a -5 on the heal check. Conscious patients generally aid another on this check, telling the good doctor where the booboo is and how bad it hurts. Force users need to make a utf check for the same reasons and consequences. Now I know that looks like a mess, but that there might be the most real life accurate model of dying in d20. Humans are pretty darn tough and can hang on to life for days sometimes after being critically wounded. This makes medical attention required in a game without magical forces healing folks instead of just a few hours nap. [/QUOTE]
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