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*Dungeons & Dragons
[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="Ratskinner" data-source="post: 6146757" data-attributes="member: 6688937"><p>hmmm....kinda depends on the mechanics....</p><p></p><p>Two big problems usually creep up:</p><p> </p><ul> <li data-xf-list-type="ul">HP are tied to level advancement - you have to account for that somehow</li> <li data-xf-list-type="ul">consequences - D&D usually has only the one at the end</li> </ul><p></p><p>Personally, I think the easiest way to go is to re-define <em>all</em> positive hp as being non-meat. Meat damage (which could be handled in different ways, modularly) gets triggered by blows at 0 hp<em>. </em>I think I'd call being at 0 HP a condition called <em>vulnerable.</em> That way, you could have spell or attack effects key off of that word, allowing almost all attacks to do HP damage, skipping the SoD issue by putting the "D" part when you would be "D"-ing anyway. So Medusa could have a power:</p><p></p><p><strong>Petrification Aura:</strong> sighted creatures within 20' of Medusa take 1d6 <em>Petrification</em> damage/round. A <em>vulnerable </em>creature who takes Petrification damage is turned to stone.</p><p></p><p>The 1d6/round simply represents the extra effort required to keep fighting her with your eyes averted. If you don't have anything more effort to give....</p><p></p><p>The generic/default <em>vulnerable</em> table could produce results like Light, Serious, or Critical wounds (maybe even Dead). <span style="font-size: 9px">Each of those could have different mechanical effects attached modularly as well.</span></p><p><span style="font-size: 9px"></span></p><p>Sample Spell Language:</p><p><em>Protection from Petrification:</em> This spell protects the subject by absorbing the first 50 points of Petrification damage that would affect the subject.</p><p></p><p><em>Cure Serious Wounds: </em>The spell removes any Serious and Light wounds from the recipient, as well as any effects thereof. </p><p></p><p><em>Cause Fear: </em>This spell does 2d8+10 <em>Fear</em> damage to all creatures within 20' of the caster. <em>Vulnerable</em> creatures who take <em>Fear</em> damage become <em>Shaken</em>. A <em>Wisdom</em> save halves the damage.</p><p></p><p>Constitution would no longer affect HP, but would likely modify the results from getting hit while <em>vulnerable</em>, as well as many saves. </p><p></p><p></p><p></p><p>I think I'd have all your normal HP recharge pretty frequently, possibly limited to some fraction if you are wounded.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6146757, member: 6688937"] hmmm....kinda depends on the mechanics.... Two big problems usually creep up: [LIST] [*]HP are tied to level advancement - you have to account for that somehow [*]consequences - D&D usually has only the one at the end [/LIST] Personally, I think the easiest way to go is to re-define [I]all[/I] positive hp as being non-meat. Meat damage (which could be handled in different ways, modularly) gets triggered by blows at 0 hp[I]. [/I]I think I'd call being at 0 HP a condition called [I]vulnerable.[/I] That way, you could have spell or attack effects key off of that word, allowing almost all attacks to do HP damage, skipping the SoD issue by putting the "D" part when you would be "D"-ing anyway. So Medusa could have a power: [B]Petrification Aura:[/B] sighted creatures within 20' of Medusa take 1d6 [I]Petrification[/I] damage/round. A [I]vulnerable [/I]creature who takes Petrification damage is turned to stone. The 1d6/round simply represents the extra effort required to keep fighting her with your eyes averted. If you don't have anything more effort to give.... The generic/default [I]vulnerable[/I] table could produce results like Light, Serious, or Critical wounds (maybe even Dead). [SIZE=1]Each of those could have different mechanical effects attached modularly as well. [/SIZE] Sample Spell Language: [I]Protection from Petrification:[/I] This spell protects the subject by absorbing the first 50 points of Petrification damage that would affect the subject. [I]Cure Serious Wounds: [/I]The spell removes any Serious and Light wounds from the recipient, as well as any effects thereof. [I]Cause Fear: [/I]This spell does 2d8+10 [I]Fear[/I] damage to all creatures within 20' of the caster. [I]Vulnerable[/I] creatures who take [I]Fear[/I] damage become [I]Shaken[/I]. A [I]Wisdom[/I] save halves the damage. Constitution would no longer affect HP, but would likely modify the results from getting hit while [I]vulnerable[/I], as well as many saves. I think I'd have all your normal HP recharge pretty frequently, possibly limited to some fraction if you are wounded. [/QUOTE]
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[Warlords] Should D&D be tied to D&D Worlds?
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