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The Wound Save - a combination of damage save and wound points
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<blockquote data-quote="Bayonet_Chris" data-source="post: 2676351" data-attributes="member: 34405"><p><strong>Me too</strong></p><p></p><p>I've been working on a system for months (on and off) and I figure I'll chime in. It has a lot of things in common with this approach...</p><p></p><p>I'm always coming up with permutations, but I'll post what I have at the moment. It's a bit piecemeal, so bear with me.</p><p></p><p>Attack = BAB + Size + Dex + Misc Mods/Range</p><p>Defense = 10 + Size + Dex + Armor Defense</p><p>Toughness = Size + Con mod + Armor Protection</p><p></p><p>Weapons have a damage rating, like True20, and have modified criticals (depending on the weapon) - so a longsword is a 3 (4/+2) - meaning you take 3+Str mod as your base damage, and for each 4 over the target's defense, you add 2 damage. A longbow is a 5 (5/+3) [it has a mechanical +2 strength bonus] and a great axe would be a 5 (5/+5). I intend to have a strength penalty to hit if you cannot match the weapon's base damage - meaning a 16 strength (+3) can weild a longsword with no penalty, but a 14 strength (+2) would have a -1.</p><p></p><p>Rolling your attack and adding your critical damage will give you the damage. The defender rolls Toughness + d20 DC 15+damage. I've redfined some terms - they're marked by asterisks. Stun Conditions are dazed (weak), stunned (moderate), and knocked out (strong) - just like charm effects in EoM. Making the stun save will result in the weaker effect. Making the stun save by 5+ will negate it completely. All Stun saves are Fortitude DC10 + wound modifiers.</p><p></p><p>If the roll is successful, no damage is taken. Doubling up a result will go to the next category. (An injured warrior receiving another injured result will become critically injured).</p><p>If the roll fails, weak stun (dazed* = flatfooted for one round - lose dex, no AoO)</p><p>If the roll fails by 5, bruised (-2 penalty to toughness, saves & weak stun)</p><p>If the roll fails by 10, injured (-4 penalty, moderate stun, fatigued)</p><p>If the roll fails by 15, critical (-8 penalty, strong stun, exhausted)</p><p>If the roll fails by 20, mortal (-16 penalty, strong stun, disabled - any strenuous action requires a new save DC15).</p><p>If the roll fails by 25, dead.</p><p></p><p></p><p></p><p>I also do a post combat trauma save - Fort DC 20 + wound mods:</p><p>Fail: Winded</p><p>Fail 5+: Fatigued. Mortal wounds reroll if not resting.</p><p>Fail 10+: Exhausted. Critical and mortal wounds reroll if not resting.</p><p>Fail 15+: Unconscious. Critical and mortal wounds roll in 1d6 hours.</p><p>Fail 25+: Dead</p></blockquote><p></p>
[QUOTE="Bayonet_Chris, post: 2676351, member: 34405"] [b]Me too[/b] I've been working on a system for months (on and off) and I figure I'll chime in. It has a lot of things in common with this approach... I'm always coming up with permutations, but I'll post what I have at the moment. It's a bit piecemeal, so bear with me. Attack = BAB + Size + Dex + Misc Mods/Range Defense = 10 + Size + Dex + Armor Defense Toughness = Size + Con mod + Armor Protection Weapons have a damage rating, like True20, and have modified criticals (depending on the weapon) - so a longsword is a 3 (4/+2) - meaning you take 3+Str mod as your base damage, and for each 4 over the target's defense, you add 2 damage. A longbow is a 5 (5/+3) [it has a mechanical +2 strength bonus] and a great axe would be a 5 (5/+5). I intend to have a strength penalty to hit if you cannot match the weapon's base damage - meaning a 16 strength (+3) can weild a longsword with no penalty, but a 14 strength (+2) would have a -1. Rolling your attack and adding your critical damage will give you the damage. The defender rolls Toughness + d20 DC 15+damage. I've redfined some terms - they're marked by asterisks. Stun Conditions are dazed (weak), stunned (moderate), and knocked out (strong) - just like charm effects in EoM. Making the stun save will result in the weaker effect. Making the stun save by 5+ will negate it completely. All Stun saves are Fortitude DC10 + wound modifiers. If the roll is successful, no damage is taken. Doubling up a result will go to the next category. (An injured warrior receiving another injured result will become critically injured). If the roll fails, weak stun (dazed* = flatfooted for one round - lose dex, no AoO) If the roll fails by 5, bruised (-2 penalty to toughness, saves & weak stun) If the roll fails by 10, injured (-4 penalty, moderate stun, fatigued) If the roll fails by 15, critical (-8 penalty, strong stun, exhausted) If the roll fails by 20, mortal (-16 penalty, strong stun, disabled - any strenuous action requires a new save DC15). If the roll fails by 25, dead. I also do a post combat trauma save - Fort DC 20 + wound mods: Fail: Winded Fail 5+: Fatigued. Mortal wounds reroll if not resting. Fail 10+: Exhausted. Critical and mortal wounds reroll if not resting. Fail 15+: Unconscious. Critical and mortal wounds roll in 1d6 hours. Fail 25+: Dead [/QUOTE]
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The Wound Save - a combination of damage save and wound points
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