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The Wound Save - a combination of damage save and wound points
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<blockquote data-quote="Matrix Sorcica" data-source="post: 2674553" data-attributes="member: 3547"><p>Some more thoughts and suggestions, some places I'm repeating myself. This is how I could see such a system work.</p><p></p><p></p><p></p><p>I would make class based defense equal to BAB, as I mentioned above. Then I would say, that size always should be a positive thing when determining hit defense.</p><p>I woudn't include big creatures size for wound defense, as they already got a bonus in the form of increased natural armor.</p><p></p><p></p><p></p><p>Haven't decided on this yet. In any case, some adjustment needs to be done from the core rules, as you otherwise get a double bonus from being small.</p><p></p><p></p><p>ok</p><p></p><p>Ok. But I'm not sure... A gargantuan dragon might just ignore the pixie. By these rules, the dragon would still get a -1 to attack and defense.... Ideas, anyone?</p><p>Under any circumstances, I'd say that this penalty goes away after a few minutes rest (i.e. they last only the encounter).</p><p></p><p>Yes. And here's where we really get to the meat. Lot of possibilities for options here.</p><p>To start out with RW's suggestion, I'd suggest the following wound points:</p><p></p><p>Creatures have wound points equal to their con. Size multiplies this as follows</p><p>Fine 1/16</p><p>Diminiutive 1/8</p><p>Tiny 1/4</p><p>Small 1/2</p><p>Medium 1</p><p>Large 2</p><p>Huge 4</p><p>Gargantuan 8</p><p>Colossal 16</p><p></p><p>Minimum 1 wound.</p><p>Option: You get your BAB as bonus wounds, before adjusting for size.</p><p>Option: Toughness feats increases wounds by 3. (maybe before síze as well)</p><p></p><p></p><p>Save as suggested by RW.</p><p>For each time you get your multiple of Con in wound damage, you suffer a -1 to all attacks (and defense), skill checks, until healed.</p><p>A failed wound save maybe shouldn't be unconcious. Maybe -1 to attacks, defense and skills per amount failed by? Fail by 10, you're still dying.</p><p></p><p>Another option: Keep hit points and hit dice and all. Can be combined with the above as needed. So more than con in damage, you get penalties. And two possibilities. One, you are only in danger of failing a would save as your hit points (or concussion hit, to qoute Rolemaster) runs out. I like this. Two, you must save whenever you get you con or more in dam in one blow. I like this as well, although some way of making this save difficult even with many hp left must be found. <em>Edit: The amount greater than your con could be a penalty to the save, which might be more flat than a regular wound save?</em> </p><p>Keeping hp has the huge advantage of not being that different from core rules.</p><p></p><p></p><p></p><p>Some options: When critting, roll weapon damage and add str again or,</p><p>roll weapon damage again or,</p><p>on a nat 20 roll d20 and add result. Makes for some scary criticals!</p><p>I like the last option the most. It reminds me of Rolemaster/HARPs openended rolls and it's easier than trying to figure out how to confirm crits in the first two options.</p><p></p><p></p><p>Can't say I like this rule at all.</p><p></p><p></p><p></p><p>Healing, recovery and spells are connected, IMO. Natural healing shouldn't be too hard to figure out. Question is how spell healing is going to work.</p><p></p><p>It's the same with damage dealing spells. Maybe use some rank a la True20/Blue rose?</p><p>But it needs to be compatible with Core D&D IMO. I will look into Elements of Magic to see if this can give some ideas. Unfortunately, I don't have EM: Mythic Earth. I have a feeling the spell system in there could give me the ideas I need.</p><p></p><p>If keeping hp, the spell problem is lessened. Other wise, each d4 of dam could be +1, each d6 is 2 and so forth. If a spellcaster rolls for fireball dam., the 10th lvl wizard will do 1d20 + BAB + 20 points of damage. That's 35 average, the same as a core wizard. You then save against that (reflex) and use the result however yu've decided to (wound save, penalties, etc.). </p><p>You could also let the wizard roll all damage dice and attack, increasing the damage, but letting armor help against most spells.</p><p></p><p>I've always been a fan of systems, where the degree by which you hit influence the damage done. I think this has the potential to be a great system for d&d in this regard.</p><p></p><p>Comments are more than welcome!</p></blockquote><p></p>
[QUOTE="Matrix Sorcica, post: 2674553, member: 3547"] Some more thoughts and suggestions, some places I'm repeating myself. This is how I could see such a system work. I would make class based defense equal to BAB, as I mentioned above. Then I would say, that size always should be a positive thing when determining hit defense. I woudn't include big creatures size for wound defense, as they already got a bonus in the form of increased natural armor. Haven't decided on this yet. In any case, some adjustment needs to be done from the core rules, as you otherwise get a double bonus from being small. ok Ok. But I'm not sure... A gargantuan dragon might just ignore the pixie. By these rules, the dragon would still get a -1 to attack and defense.... Ideas, anyone? Under any circumstances, I'd say that this penalty goes away after a few minutes rest (i.e. they last only the encounter). Yes. And here's where we really get to the meat. Lot of possibilities for options here. To start out with RW's suggestion, I'd suggest the following wound points: Creatures have wound points equal to their con. Size multiplies this as follows Fine 1/16 Diminiutive 1/8 Tiny 1/4 Small 1/2 Medium 1 Large 2 Huge 4 Gargantuan 8 Colossal 16 Minimum 1 wound. Option: You get your BAB as bonus wounds, before adjusting for size. Option: Toughness feats increases wounds by 3. (maybe before síze as well) Save as suggested by RW. For each time you get your multiple of Con in wound damage, you suffer a -1 to all attacks (and defense), skill checks, until healed. A failed wound save maybe shouldn't be unconcious. Maybe -1 to attacks, defense and skills per amount failed by? Fail by 10, you're still dying. Another option: Keep hit points and hit dice and all. Can be combined with the above as needed. So more than con in damage, you get penalties. And two possibilities. One, you are only in danger of failing a would save as your hit points (or concussion hit, to qoute Rolemaster) runs out. I like this. Two, you must save whenever you get you con or more in dam in one blow. I like this as well, although some way of making this save difficult even with many hp left must be found. [I]Edit: The amount greater than your con could be a penalty to the save, which might be more flat than a regular wound save?[/I] Keeping hp has the huge advantage of not being that different from core rules. Some options: When critting, roll weapon damage and add str again or, roll weapon damage again or, on a nat 20 roll d20 and add result. Makes for some scary criticals! I like the last option the most. It reminds me of Rolemaster/HARPs openended rolls and it's easier than trying to figure out how to confirm crits in the first two options. Can't say I like this rule at all. Healing, recovery and spells are connected, IMO. Natural healing shouldn't be too hard to figure out. Question is how spell healing is going to work. It's the same with damage dealing spells. Maybe use some rank a la True20/Blue rose? But it needs to be compatible with Core D&D IMO. I will look into Elements of Magic to see if this can give some ideas. Unfortunately, I don't have EM: Mythic Earth. I have a feeling the spell system in there could give me the ideas I need. If keeping hp, the spell problem is lessened. Other wise, each d4 of dam could be +1, each d6 is 2 and so forth. If a spellcaster rolls for fireball dam., the 10th lvl wizard will do 1d20 + BAB + 20 points of damage. That's 35 average, the same as a core wizard. You then save against that (reflex) and use the result however yu've decided to (wound save, penalties, etc.). You could also let the wizard roll all damage dice and attack, increasing the damage, but letting armor help against most spells. I've always been a fan of systems, where the degree by which you hit influence the damage done. I think this has the potential to be a great system for d&d in this regard. Comments are more than welcome! [/QUOTE]
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