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General Tabletop Discussion
*Pathfinder & Starfinder
Two excellent (I think) house rules that really changes D&D
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<blockquote data-quote="Arkhandus" data-source="post: 3444409" data-attributes="member: 13966"><p>I like hit points and likely wouldn't enjoy a game involving just damage saves or whatnot (like Mutants & Masterminds, or True20), but I haven't had the chance to try the latter yet.</p><p></p><p>I rather prefer systems like Shadowrun's condition monitor, though. A mix of absolute damage tracking, and penalties/consequences for suffering different amounts of damage.</p><p></p><p>In SR, you have a condition monitor with two damage tracks, and a Physical Damage Overflow box for writing in how much excessive damage you've suffered (in case there's some small chance an ally or DocWagon might be able to save your sorry butt from dying, like if you're a really tough troll, or a physical adept - SR's equivalent of D&D's monks but much more martial/physical in focus).</p><p></p><p>You have 10 Physical Damage boxes, and 10 Stun Damage boxes. Each attack has a Power, and a Damage value, like 9M. The Power determines how tough it is to avoid or resist the attack, and the Damage value is how bad a wound you suffer from it. If you partially avoid it (IIRC), you take a lesser wound, and even if you don't, you might resist some of the damage through sheer toughness and armor (like if you're a troll, muahaha).</p><p></p><p>Damage is either a Light, Moderate, Serious, or Deadly wound, and you attempt to resist the damage if you're hit; if you evade or resist fairly well, you might suffer only a Light or Moderate wound (or none at all if the attack was only going to deliver an L or M wound in the first place). If the attacker rolls well on his attack though, he might cause you a greater wound than normal for his weapon, representing something close or equivalent to a critical hit. A Deadly wound deals 10 damage, a Serious wound deals 7 IIRC, a Moderate deals something like 3 or 4 damage, and a Light wound deals 1 damage. When your total wounds from the Stun track or the Physical track reach certain points, you suffer increasing penalties on rolls (including offensive, defensive, and other rolls, IIRC), which stack.</p><p></p><p>Some attacks deal Stun damage, others deal Physical. Once your Stun gauge is full you go unconscious, and further damage goes to the Physical gauge. When you Physical gauge is full, you either die or go unconscious and start bleeding to death (if I recall, you get a roll to see if you manage to avoid dying of shock right away from the Deadly wound). Then your Physical Overflow starts to fill and it gets harder and harder for folks to save you from death, with either medical attention or healing magic. Until you finally die of the excessive damage, or someone manages to narrowly save your hoop.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3444409, member: 13966"] I like hit points and likely wouldn't enjoy a game involving just damage saves or whatnot (like Mutants & Masterminds, or True20), but I haven't had the chance to try the latter yet. I rather prefer systems like Shadowrun's condition monitor, though. A mix of absolute damage tracking, and penalties/consequences for suffering different amounts of damage. In SR, you have a condition monitor with two damage tracks, and a Physical Damage Overflow box for writing in how much excessive damage you've suffered (in case there's some small chance an ally or DocWagon might be able to save your sorry butt from dying, like if you're a really tough troll, or a physical adept - SR's equivalent of D&D's monks but much more martial/physical in focus). You have 10 Physical Damage boxes, and 10 Stun Damage boxes. Each attack has a Power, and a Damage value, like 9M. The Power determines how tough it is to avoid or resist the attack, and the Damage value is how bad a wound you suffer from it. If you partially avoid it (IIRC), you take a lesser wound, and even if you don't, you might resist some of the damage through sheer toughness and armor (like if you're a troll, muahaha). Damage is either a Light, Moderate, Serious, or Deadly wound, and you attempt to resist the damage if you're hit; if you evade or resist fairly well, you might suffer only a Light or Moderate wound (or none at all if the attack was only going to deliver an L or M wound in the first place). If the attacker rolls well on his attack though, he might cause you a greater wound than normal for his weapon, representing something close or equivalent to a critical hit. A Deadly wound deals 10 damage, a Serious wound deals 7 IIRC, a Moderate deals something like 3 or 4 damage, and a Light wound deals 1 damage. When your total wounds from the Stun track or the Physical track reach certain points, you suffer increasing penalties on rolls (including offensive, defensive, and other rolls, IIRC), which stack. Some attacks deal Stun damage, others deal Physical. Once your Stun gauge is full you go unconscious, and further damage goes to the Physical gauge. When you Physical gauge is full, you either die or go unconscious and start bleeding to death (if I recall, you get a roll to see if you manage to avoid dying of shock right away from the Deadly wound). Then your Physical Overflow starts to fill and it gets harder and harder for folks to save you from death, with either medical attention or healing magic. Until you finally die of the excessive damage, or someone manages to narrowly save your hoop. [/QUOTE]
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*Pathfinder & Starfinder
Two excellent (I think) house rules that really changes D&D
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