Environmental Damage is Too Low


Homebrew and House Rules

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DarkLightHitomi wrote:

But not modifying the DC at all is just as bad as what are talking about.

Example
1 and 2 use this
Con 12, lvl 2, fort save +3, WP 12
Hit for 1 then 3 wound dmg
--
3 and 4 use this
Con 16, lvl 16, fort save +12, WP 41
Hit for 1 then 30 WP dmg

Your first suggestion DC 21- current WP
1: 11 WP left roll fort +3 vs DC 10
2: 8 WP left roll fort +3 vs DC 13
This guy hits 50% CoS (chance of success) at 8 WP(4 dmg) and at 1 WP(11 dmg) has a 15% CoS
---
3: 40 WP left roll fort +12 vs DC -19
4: 10 WP left roll fort +12 vs DC 10
Even at 1 WP(40 dmg) this guy would still have a 55% CoS

My Suggestion, DC 10+WP damage
1: 11 WP left roll fort +3 vs DC 11
2: 8 WP left roll fort +3 vs DC 14
This guy hits 50% CoS at 9 WP(3 dmg) and at 1 WP(11 dmg) has 10% CoS
---
3: 40 WP left roll fort +12 vs DC 11
4: 10 WP left roll fort +12 vs DC 41
This guy hits a 50% CoS at 29 WP(12 dmg), 5% CoS at 19 WP (22 dmg), and at 1 WP(40 dmg) has minimal CoS.

Your second suggestion, static DC21
1: 11 WP left roll fort +3 vs DC 21
1: 8 WP left roll fort +3 vs DC 21
Straight 10% CoS.
---
3: 40 WP left roll fort +12 vs DC 21
4: 10 WP left roll fort +12 vs DC 21
Straight 55% CoS.

Your first suggestion made it too easy for mid lvl to survive and indeed not like to fall till death.

My suggestion made it a bit tougher for the low lvl and at mid lvl can take more dmg then low lvl but is more likely to collapse before death (which I see as being tough enough to survive lethal wounds)

Your second suggestion doesn't take anything into account at all and if you get to high lvl then no chance of collapse at all, and anything at low lvl will be unlikely to remain awake period.

My suggestion has the difficulty go up based on dmg so then con just decides how likely you are to collapse rather then die.

Your second suggestion has no scaling at all meaning your first WP hit is no different then your last regardless of ability to pass the save, and your ability to pass the save is directly your fort save which...

Thank you for your interest and help and working on all those use cases. Yes, though, the use cases you worked on did include a fort save, and mine didn't but you edited in that realization later.

But as for what you are saying about a high con or high level creature with eligible HD not only not being able to become unconscious, but not even have them have a chance to be phased by such damage... that is a good point. I guess, even if a super-biological creature could survive terminal velocity falls with ease, and even avoid being knocked out by them, that doesn't mean that they shouldn't be able to be winded by them... a very good point.

Maybe what I need to do is add another element to the check, or another mechanic altogether that allows for "temporary injury", like having the wind knocked out of you... staggered for only 1 round and cannot be immune to that staggering...

Maybe something like, if a creature takes wound point damage (direct or due to being out of vigor points) separate from any stabilization saves they may make per round, they make an immediate Fort save DC 10 + wound damage dealt or become staggered. Creatures cannot be immune to being staggered by this based on creature type.

This would make the average fall at terminal velocity (without falling on purpose it does 28 on average with my revamped numbers) require a saving throw of 38 to not at least be staggered for one round. Even a creature with 20 Fortitude Con would still have to roll at least an 18 to not be winded by that event, even if they weren't wounded. I want creatures at those levels to be super-biological... they already are in the RAW anyway. The average fall wouldn't even hurt a creature at those levels anyway... doing only 70 hp/vigor damage...

On the flip side, looking at low level, if a creature with 0 Fort save took 2 points of wound damage, they would have to beat a 12 to not be staggered for one round.

What do you think of that addition?

Lantern Lodge

Interesting and might work, though I personally prefer simplicity and fewer mechanics, so if you can roll it into one mechanics and one roll, that would be loads better.


I'm thinking of changing fall damage to the following table:

10ft - 1d6
20ft - 2d6 + 1 dex
30ft - 3d6 + 1 dex + 1 str
40ft - 4d6 + 1 dex + 1 str + 1 con
50ft - 5d6 + 2 dex + 2 str + 2 con
60ft - 6d6 + 3 dex + 3 str + 3 con
70ft - 7d6 + 4 dex + 4 str + 4 con
80ft - 8d6 + 5 dex + 5 str + 5 con
90ft - 9d6 + 6 dex + 6 str + 6 con
100ft - 10d6 + 7 dex + 7 str + 7 con

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