what if hits drained stats

le Redoutable

Ich bin El Glouglou :)
like in, on a hit you drop weapon dX to a random stat ( or a chosen stat if you find weakness on the stat )
( far too heavy to get support, so )
say you have a 8 in Int;
it would require 8hp dmg to drop Int to 7;
if you deal 15hp from a 8 Int it drops to 6 etc

:)


edit:

ok, so there is need for only one stat ( to generate Damage Protection ) : hp
hp ------- dp
1 ---- 1
3 ---- 2
6 ---- 3
10 ---- 4
15 ---- 5
21 ---- 6
28 ---- 7
...
105 -- 14
120 -- 15

etc
 
Last edited:

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Vortex of death. This would mean that as soon as you take damage, you are less effective and therefore become weaker. Your opponent does not, therefore the imbalance is heightened, and once one sides starts to lose, the fight is over quickly with little in the way of the players have a chance to reverse that.
 


le Redoutable

Ich bin El Glouglou :)
Vortex of death. This would mean that as soon as you take damage, you are less effective and therefore become weaker. Your opponent does not, therefore the imbalance is heightened, and once one sides starts to lose, the fight is over quickly with little in the way of the players have a chance to reverse that.
so it would force pcs' to have a high AC;
still it is far more realistic ( first blood )
 





so it would force pcs' to have a high AC;
still it is far more realistic ( first blood )
Realistic? D&D is a really bad system for realism. But if that's what you want, ok, you do you. Just understand, you're designing a system that is prone to a death spiral. Game designers usually avoid that because the vast majority of players do not enjoy such.
 

like in, on a hit you drop weapon dX to a random stat ( or a chosen stat if you find weakness on the stat )
( far too heavy to get support, so )
say you have a 8 in Int;
it would require 8hp dmg to drop Int to 7;
if you deal 15hp from a 8 Int it drops to 6 etc

:)

This was kind of done in DragonLance The Fifth Age SAGA system. You had a hand of cards, and, as you took damage, you had to discard cards equal to the damage. That could mean that you'd lose cards that you'd need for attribute successes.
 

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