Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Using massive damage threshold in D&D?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="takyris" data-source="post: 975846" data-attributes="member: 5171"><p>Well, hit points as they currently stand are supposed to represent dodging and parrying and taking a sword-thrust as a tiny scrape rather than a full-on wound that you somehow ignore. In that way, you can fix a lot of the problems with flavor text improvements, and forcing your players to do the same. Don't let them say that they cleave a bad guy's arm off when they critically hit and leave him with only 13 hit points. 13 hit points out of 90 does not mean that a limb has come off. It means that you have received a number of tiny scratches or bruises, or a few big ones, and that you are weakened, your defenses are down, and you're likely to take the brunt of the next shot.</p><p></p><p>Frankly, after doing d20 Modern, I'd recommend that if you want D&D to be more lethal but still feasible, you incorporate the d20 Modern rules as they are, without changing weapons around. The problems with your idea, as I see them, are:</p><p></p><p>1) They favor Rogues, Bards, Monks, and the new Ranger over Fighters and Barbarians. A change to combat rules should not make the Rogue more likely to stay standing than the Fighter. A Fort save can be abstracted to "Tough enough to keep functioning despite the impending pain and get his body out of the way of most of the attack" -- so that sword-cut that COULD have eviscerated the character (instantly to -1) instead just leaves a nasty scratch (takes normal damage). In this manner, I'd change the flavor text, not the Save Type. The Save Type is balanced. You can flavor-text it so that the person making the save is tough, fast, or lucky, whichever they like, but it should stay a Fort save.</p><p></p><p>2) Any weapon hit is now likely to be an instant-damage check. This makes the game a LOT less fun, and probably a bit too dangerous. Trust me on this -- a character with a greatsword still forces massive damage checks WAY too often. If a shortsword (1d6) was given a greatsword's damage (2d6), you'd be dramatically upping the randomness of your game. Maybe you'd like it, but I suspect that your players would be frustrated at their hit points meaning so little.</p><p></p><p>Switching to d20 Modern lethality rules, without making any other changes, will make the game a lot more dangerous. Any crit with a medium-weapon is a potential instakill, and a strong character with a large weapon can force an instakill check on a high percentage of his hits. If you incorporate these rules, your players will get a lot more careful about combat, guaranteed. Making the additional changes you suggest might be overkill, though.</p></blockquote><p></p>
[QUOTE="takyris, post: 975846, member: 5171"] Well, hit points as they currently stand are supposed to represent dodging and parrying and taking a sword-thrust as a tiny scrape rather than a full-on wound that you somehow ignore. In that way, you can fix a lot of the problems with flavor text improvements, and forcing your players to do the same. Don't let them say that they cleave a bad guy's arm off when they critically hit and leave him with only 13 hit points. 13 hit points out of 90 does not mean that a limb has come off. It means that you have received a number of tiny scratches or bruises, or a few big ones, and that you are weakened, your defenses are down, and you're likely to take the brunt of the next shot. Frankly, after doing d20 Modern, I'd recommend that if you want D&D to be more lethal but still feasible, you incorporate the d20 Modern rules as they are, without changing weapons around. The problems with your idea, as I see them, are: 1) They favor Rogues, Bards, Monks, and the new Ranger over Fighters and Barbarians. A change to combat rules should not make the Rogue more likely to stay standing than the Fighter. A Fort save can be abstracted to "Tough enough to keep functioning despite the impending pain and get his body out of the way of most of the attack" -- so that sword-cut that COULD have eviscerated the character (instantly to -1) instead just leaves a nasty scratch (takes normal damage). In this manner, I'd change the flavor text, not the Save Type. The Save Type is balanced. You can flavor-text it so that the person making the save is tough, fast, or lucky, whichever they like, but it should stay a Fort save. 2) Any weapon hit is now likely to be an instant-damage check. This makes the game a LOT less fun, and probably a bit too dangerous. Trust me on this -- a character with a greatsword still forces massive damage checks WAY too often. If a shortsword (1d6) was given a greatsword's damage (2d6), you'd be dramatically upping the randomness of your game. Maybe you'd like it, but I suspect that your players would be frustrated at their hit points meaning so little. Switching to d20 Modern lethality rules, without making any other changes, will make the game a lot more dangerous. Any crit with a medium-weapon is a potential instakill, and a strong character with a large weapon can force an instakill check on a high percentage of his hits. If you incorporate these rules, your players will get a lot more careful about combat, guaranteed. Making the additional changes you suggest might be overkill, though. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Using massive damage threshold in D&D?
Top