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Tinkering with Massive Damage
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<blockquote data-quote="Galethorn" data-source="post: 2259295" data-attributes="member: 7888"><p>So, I was thinking about massive damage, and some ways to, well, tinker with it, and what the modifications would do...</p><p></p><p>First of all, how about we divide up the concept into three parts...</p><p></p><p>The Cause (the comdition(s) that prompts the save)</p><p>The Resolution (the save agaist the effect)</p><p>The Effect (what happens when the save is failed)</p><p></p><p>So, for the purpose of this discussion, 'normalcy' for each part will be what I consider to be 'default' for Grim Tales: Cause: Damage ≥ con score; Resolution: Fortitude save vs. DC 15; Effect: Reduced to -1 hit points and bleeding.</p><p></p><p>Oh, and let's leave the 'in the book' variants in GT (armor adds to threshold, etc.) out of this just for brevity's sake.</p><p></p><p>So far, I've come up with a few variants of the parts of the system...</p><p></p><p><em>"I'm Wounded!"</em></p><p>Effect: Disabled <strong>as if</strong> at 0 hp (can only take one standard action or one move action per round; strenuous activity deals 1 damage to you), but HP doesn't actually 'artificially' drop</p><p></p><p><em>Variable Save DC</em> [Gleaned from HeapThaumaturgist]</p><p>Resolution: Save DC is equal to 10 + (damage / 2) </p><p></p><p><em>"Ambush!"</em> [more complete version of what I gleaned from HeapThaumaturgist]</p><p>Cause: All damage dealt to flat-footed opponents, or otherwise during a surprise round, prompts a save, as well as damage ≥ con score</p><p>Resolution: Save DC is equal to 10 + (damage / 2)</p><p></p><p>So, what do you various posters think about this, and what other sorts of modifications have you guys made? What do you think the implications would be for each one?</p></blockquote><p></p>
[QUOTE="Galethorn, post: 2259295, member: 7888"] So, I was thinking about massive damage, and some ways to, well, tinker with it, and what the modifications would do... First of all, how about we divide up the concept into three parts... The Cause (the comdition(s) that prompts the save) The Resolution (the save agaist the effect) The Effect (what happens when the save is failed) So, for the purpose of this discussion, 'normalcy' for each part will be what I consider to be 'default' for Grim Tales: Cause: Damage ≥ con score; Resolution: Fortitude save vs. DC 15; Effect: Reduced to -1 hit points and bleeding. Oh, and let's leave the 'in the book' variants in GT (armor adds to threshold, etc.) out of this just for brevity's sake. So far, I've come up with a few variants of the parts of the system... [i]"I'm Wounded!"[/i] Effect: Disabled [b]as if[/b] at 0 hp (can only take one standard action or one move action per round; strenuous activity deals 1 damage to you), but HP doesn't actually 'artificially' drop [i]Variable Save DC[/i] [Gleaned from HeapThaumaturgist] Resolution: Save DC is equal to 10 + (damage / 2) [i]"Ambush!"[/i] [more complete version of what I gleaned from HeapThaumaturgist] Cause: All damage dealt to flat-footed opponents, or otherwise during a surprise round, prompts a save, as well as damage ≥ con score Resolution: Save DC is equal to 10 + (damage / 2) So, what do you various posters think about this, and what other sorts of modifications have you guys made? What do you think the implications would be for each one? [/QUOTE]
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