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If there's one thing I hate about 4E it is going unconscious and sitting there only able to roll a Death Saving Throw on my turn. This system is designed to keep the players who go below 0 in the game, yet keep the suspense and tension related to death saving throws and the possibility of dying. When you drop to 0 HP, you do not go unconscious. Instead, you can continue to fight on, however, at the risk of injury or death. The wound system using the Keith Baker "wounds as diseases" system that is floating around as I'm a huge fan of that. (Search for it on Enworld.org - I think there's a few threads there that have developed more on it). Thoughts and comments are appreciated. --------- Wounds and Death In the unending exploration of the unknown and the fight against monsters, the heroes risk serious wounds or even death. Wounded: When your hit points drop to 0 or fewer, you have suffered a serious blow that could potentially lead to semi-permanent injury, or even death. While wounded, you are not considered Bloodied. Wound Saving Throw: When you are Wounded, you need to make a saving throw at the end of your turn each round. The more wound points you accrue throughout a battle, the higher the chance of you risking a serious injury and possibly even death. Lower than 10: You accrue a Wound Point. Wound Points are marked in your Hit Point box and they do not go away until you take an extended rest. 10–19: No change. 20 or higher: You do not mark a Wound Point. Instead, immediately spend a healing surge. When you do so, you are considered to have 0 hit points, and then your healing surge restores hit points as normal. You are no longer considered Wounded. If you roll 20 or higher but have no healing surges, your condition doesn’t change. Note: You or an ally can perform a Heal check to stabilize. If you are stabilized, your hit point total does not change, but you can stop making Wound Saving Throws until you take damage again. End of Encounter: At the end of any encounter, check your hit point box to see if you have any Wound Points marked (remember, these do not go away until you have taken an extended rest and accumulate throughout the day). For each X marked as a Wound Point, roll that many d6s. So, for example, if you have 2 Xs in your hit point box, you would roll 2d6. If you have 4 Xs in your hit point box, you would roll 4d6. Then, compare your result to the chart below: 10+ You have suffered an injury. (Use the injuries as diseases rules and determine an appropriate injury.) 15+ You are dead. Either die immediately (and have a few last words spitting blood from your mouth), or set up a scene with the DM where you die heroically saving a baby from a burning building or something.
Modifications heavily inspired by Vincent Baker's Apocalypse World (Google It). I'm looking for feedback/suggestions/additions/subtractions/modification/etc... Lemme know what you think in general. I just went with the baseline for DCs, they can always be tweaked to suit the users, so long as the DCs are known before the roll. This is crucial. _-------_ The DCs assume you always succeed on a 10+. However, based on your skill check, there might be complications. If an action is impossible, the DM will just tell you and you don't need to roll. Otherwise, by letting you roll, he's saying you'll succeed on a 10+. The DM may choose to impose any further restrictions outside of choices based on your success. Rolls are generally per scenario (i.e. you roll once and only once until significant time has passed, or unless the situation changes dramatically). DMs: Feel free to penalize the PC if they don't choose an option (by using that option against them). However, it's your judgment call to apply appropriate penalties. DMs: A note on "general knowledge". All characters know "common knowledge". Trained characters know Expert and Master Knowledge. Don't make them roll for this. However, some skills have specific uses to gather knowledge about specific items and people.
Acrobatics In addition to its normal uses, you can perform these moves if you are trained in Acrobatics. The Moves Acrobatic Stunt - You perform some sort of astonishing act, like flying across a chandelier or sliding down a staircase on your shield (Legolas style). This generally consumes your move action if in combat. Less than 10, you fail the stunt and fall prone in the square you attempted the stunt from (or wherever otherwise makes sense under a DM judgement call). 10+ Success and... 15+ Choose 1.
*You do not provoke opportunity attacks during the movement.
Escape Restraint - You can slip free of manacles, tied hands, or some other type of restraint. Less than 10, try as you might, the bindings best you and you are stuck in the restraints. 10+ Success and... 15+ Choose 1.
*You do in very little time (i.e. as a Standard Action).
Easy Landing - With cat-like grace, you can turn a fall into a ninja-like roll or something. Less than 10, you take normal falling damage. 10+ Success (reduce the falling damage by 10 ft) and... 15+ Choose 1.
*You land on your feet (you still take falling damage).
Arcana In addition to its normal uses, you can perform these moves if you are trained in Arcana. The Moves Magician's Lore - You can answer questions about magical effects, including rituals, portals, objects, powers, and anything else spawned from magic. Less than 10, you fail to understand the magic effect. 10+ Success - the DM must tell you power source and keywords and... 15+ Choose 1.
*The DM tells you if it is dangerous or hostile toward you.
Knowledge of Magical Beasts - You can identify magical beings, beast and creatures from other planes of existence. Less than 10, you know merely whether it is a magical creature or not. 10+ Success - the DM must tell you the creature's type and keywords... 15+ Choose 1.
*The DM tells you the creatures specific name and level.
Arcane Research - This is a downtime move for between adventures... Athletics In addition to its normal uses, you can perform these moves if you are trained in Athletics. Remember to use Armor check penalties. The Moves Climb - You can climb dangerous cliff faces and up stone walls and towers like a pro. This generally consumes a move action if in combat. Note: If you use a Climber's Kit and spend a standard action before you begin climbing, you get a +2 bonus to your Athletics check. If you can brace yourself between two surfaces, you get a +5 bonus to your Athletics check. Less than 10, you fail to climb, either stalling (and not moving anywhere) or falling if you rolled a natural 1 (you can make a saving throw to catch hold of something during your fall). 10+ Success - you climb up to half your speed and... 15+ Choose 1.
*You can give an ally a +2 to their Athletics check to climb.
Jump - You can make heroic leaps up or across great distances. You must jump as part of a move action, and each square you jump counts against your movement rate. If you run out of movement, you immediately land (possibly falling). Note: If you have a running start of at least 2 squares, you get a +2 bonus to your Athletics check to jump. Less than 10, you fail to jump, either falling prone (if you were jumping vertically) or only jumping one square (if you were jumping horizontally). 10+ Success - you jump up to half your speed and... 15+ Choose 1.
*You do not provoke opportunity attacks from the square you jumped from.
Swim - You can swim in deep, cold, murky waters and do it in armor and stuff. Swimming is generally a move action. Less than 10, you fail to move and simply keep your head above water. If you rolled a natural 1, you sink under water and begin drowning. 10+ Success - you swim up to half your speed and... 15+ Choose 1.
*You can swim under water and not provoke opportunity attacks during your movement.
Bluff In addition to its normal uses, you can perform these moves if you are trained in Bluff. The Moves Fast Talk - You can quickly talk your way out of a situation temporarily. Less than 10, you fail to gain the character's attention and they do not want to hear you speak. They'll usually tell you to shut up and may resort to violence if you don't. 10+ Success - you convince the character to listen to you and... 15+ Choose 1.
*They don't require a bribe.
Gamble - You can play games of skill and win lots of money. Roll for an entire scene, or play out individual hands - DM's call. It's up to you whether you win by cheating or just by being good. Less than 10, you lose any wagers you put up. If you rolled a natural 1, you were tricked into going all in. Erase all your cash on hand. 10+ Success - you win, gaining double what you bid, and... 15+ Choose 1.
*Your opponent isn't upset about it.
Disguise - You can disguise yourself as someone else. Note: If you have a Disguise Kit, you gain a +2 bonus to your Bluff check. Less than 10, the task is impossible. You know you won't be able to pull it off. 10+ Success - you can pull off the disguise and... 15+ Choose 1.
*The disguise withstands the test of time.
Diplomacy In addition to its normal uses, you can perform these moves if you are trained in Diplomacy. The Moves Negotiation - You can spend time with someone in conversation and negotiate terms. You must usually spend a good amount of time with the person (at least 5 minutes) to negotiate with them. Generally, you roll for each issue you wish to negotiate. Note: If the character is Friendly - gain +2 bonus. If the character is Unfriendly - gain a -2 bonus. Less than 10, you fail to convince the character to side with your point of view. On a roll of 1, the character immediately becomes hostile or afraid and either turns to violence or flees. 10+ Success - you convince the character to help you and... 15+ Choose 1.
*They don't ask a favor of you first.
Seduction - You can woo members of the opposite sex (or same sex?). This usually takes some time with the person, depending on the circumstances. Less than 10, you fail to convince the character to consider you - they are repulsed, disgusted, or just generally not interested. 10+ Success - you convince the character to be with you and... 15+ Choose 1.
*They don't ask a favor of you in return.
Barter - You can convince merchants to reduce the price on their wares and show you rarer items. Note: This rule assumes the DM is using the markup rules in the DMG1 and isn't glossing over purchasing magic items. If you aren't using the markup rules, and are glossing over magic items, just don't worry about Barter. Less than a 10, you fail to convince the merchant to reduce his wares or provide any rare stuff. You can buy the normal items available with the normal 40% markup. 10+ Success - you convince the merchant to deal with you (markup is only 30%) and... 15+ Choose 1.
*The merchant gives you a discount, reducing the markup an additional 10%. You can take this multiple times, reducing the markup by 10% each time.
Dungeoneering In addition to its normal uses, you can perform these moves if you are trained in Dungeoneering. The Moves Knowledge of Aberrants - You can identify aberrant creatures from the depths. Less than 10, you know merely whether it is an abberant creature or not. 10+ Success - the DM must tell you the creature's type and keywords... 15+ Choose 1.
*The DM tells you the creatures specific name and level.
Forage - You can find good and water in an underground environment. You can make one check per day. Less than 10, you don't find anything worth eating. If you roll a natural 1, you find some hazardous foodstuffs that the party eats. Each member loses one surge. 10+ Success - you find enough food and water for 1 day for one person and... 15+ Choose 1.
*You find enough food and water for 2 additional people. You can choose this multiple times, with an additional 2 per.
Endurance In addition to its normal uses, you can perform these moves if you are trained in Endurance. The Moves Ideas for Moves? Heal In addition to its normal uses, you can perform these moves if you are trained in Heal. The Moves First Aid - You can administer first aid to an ally in desperate need of attention. Usually a standard action in combat and you must be adjacent. Less than 10, you fail and the character must wait until someone else can attempt to administer first aid. 10+ Success - the character may use their Second Wind (without the bonuses to defenses) and... 15+ Choose 1.
History In addition to its normal uses, you can perform these moves if you are trained in History. The Moves Lore - You can recite historical tidbits about particular places, things, or events. Less than 10, you fail and only know the common knowledge, or expert and master knowledge if available. 10+ Success - Choose 1. The DM answers the question and... 15+ Choose 1.
Things
Places
Events
Insight In addition to its normal uses, you can perform these moves if you are trained in Insight. The Moves Sense Motives - You can read a person and gauge their intent. Less than 10, the character is a mystery to you and you cannot discern anything about them. 10+ Success - Choose 1. The DM answers the question and... 15+ Choose 1.
*Are you telling the truth?
Read a Situation - You can observe a situation and discern facts about it. Less than 10, you're distracted and cannot gather any clues. 10+ Success - Choose 1. The DM answers the question and... 15+ Choose 1.
*Where's the escape route?
Intimidate In addition to its normal uses, you can perform these moves if you are trained in Intimidate. The Moves Interrogation - You can get a character to do what you want through the threat of violence, overtly or veiled. Less than 10, the character is not afraid of you and either doesn't speak despite your threats or tells you lies and you know it. You'll have to resort to violence to get what you want. 10+ Success - They tell you the truth about one thing you wish to know and... 15+ Choose 1.
*They tell you who they work for.
Nature In addition to its normal uses, you can perform these moves if you are trained in Nature. The Moves Knowledge of Animals and Beasts - You can identify natural creatures from the wilds. Less than 10, you know merely whether it is an natural creature or not. 10+ Success - the DM must tell you the creature's type and keywords... 15+ Choose 1.
*The DM tells you the creatures specific name and level.
Forage - You can find good and water in an wilderness environment. You can make one check per day. Less than 10, you don't find anything worth eating. If you roll a natural 1, you find some hazardous foodstuffs that the party eats. Each member loses one surge. 10+ Success - you find enough food and water for 1 day for one person and... 15+ Choose 1.
*You find enough food and water for 2 additional people. You can choose this multiple times, with an additional 2 per.
Handle Animal - You can befriend and train natural animals. Less than 10, you scare the animal and cause it to become enraged and attack or afraid and flee (DM's choice). 10+ Success - you calm a beast and it allows you to approach it or move past it and... 15+ Choose 1.
*You can perform Heal checks on the animal.
Navigate - You can find your way around the wilderness. Each check is made for 1 mile of travel (more or less if the DM wishes so). Less than 10, you guide your group off course or in circles back to where you originally began. The DM may introduce a random encounter or take away 1 surge from each party member. 10+ Success - You guide your group and can travel for 1 mile in the general cardinal direction you desire. 15+ Choose 1.
*You and your group travel faster than expected. Increase the slowest members speed by 1 for determining the speed of overland travel.
Perception In addition to its normal uses, you can perform these moves if you are trained in Perception. The Moves Search for Traps/Hazards - You can find and identify traps. Less than 10, you do not find anything of note. If there's something here, it'll get yah. 10+ Success - you are aware of a trap and it's location and... 15+ Choose 1.
*What activates the trap?
Track - You can follow the tracks left by creatures traveling through an area. Less than 10, you lose the trail. 10+ Success - you can follow the trail until there's a significant change in direction or mode of travel and... 15+ Choose 1.
*You can tell how many creatures there were.
Listening - You can listen at doors and through other obstacles. Less than 10, you cannot discern anything about the sound. 10+ Success - you hear something and the DM tells you one thing about the sound (whether it's a creature(s), object or environment making the sound) and... 15+ Choose 1.
Creature
Object
Environment
Religion In addition to its normal uses, you can perform these moves if you are trained in Religion. The Moves Priest's Lore - You can answer questions about divine effects, including rituals, portals, objects, powers, and anything else spawned from divine power. Less than 10, you fail to understand the divine effect. 10+ Success - the DM must tell you power source and keywords and... 15+ Choose 1.
*The DM tells you if it is dangerous or hostile toward you.
Knowledge of Immortal and Undead Beings - You can identify immortal and undead beings, beast and creatures. Less than 10, you know merely whether it is a undead or immortal creature or not. 10+ Success - the DM must tell you the creature's type and keywords... 15+ Choose 1.
*The DM tells you the creatures specific name and level.
Stealth In addition to its normal uses, you can perform these moves if you are trained in Stealth. The Moves Stealth Move Ideas? Streetwise In addition to its normal uses, you can perform these moves if you are trained in Streetwise. The Moves Blackmarket Reach - You're welcome to wheel and deal in the black market to get something you want that can't be obtained by normal means. Less than 10, you can't find anyone to help you obtain this particular item. 10+ Success - you make contact with someone who will help you find something and... 15+ Choose 1.
Connections - You know people all over, in all kinds of places - high and low. You can talk with your connections to get help with something. Less than 10, you can't find anyone you know in this particular place. 10+ Success - name someone you know and how they might be able to help you, then... 15+ Choose 1.
*They owe you a favor.
Thievery In addition to its normal uses, you can perform these moves if you are trained in Thievery. The Moves Open Lock - You can pick a variety of locks. Note: You get a +2 check if you have Thieves Tools. Less than 10, fail and jam the lock. It must be forced open with violence. 10+ Success - you open the lock and... 15+ Choose 1.
Pick Pocket - You can lift a small object off a person, so long as they aren't holding it. Less than 10, you fail to get the object. On a natural 1, the character notices you and grabs you. You can attempt to escape as normal. 10+ Success - you lift the object and... 15+ Choose 1.
*You are not noticed by the character.
Sleight of Hand - You can palm small unattended objects or do minor tricks of legerdemain. Less than 10, you do not get the object or you fail at your trick miserably and it's obvious. 10+ Success - you palm the object or perform the trick and... 15+ Choose 1.
*You are not seen by any onlookers or no one calls you out on your trick.
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