Sanity Check #6 - Deadly ability damage


Homebrew and House Rules

Grand Lodge

This will be one of several 'sanity checks' I'll make for proposed house rules. I am hoping you will throw in your 2 coppers. I've a pretty thick hide and can take some hard truths if you decide to dish them out.

** PEACH: Please Evaluate and Critique Honestly

That one 'stabilises' at 0 in an attribute when sufficient ability damage is taken sort of makes ability damage to a stat that doesn't affect constitution (which kills you at zero) not as impressive as it could be... particularly with diseases and poisons...

So here's my shot at overflow damage rolling into constitution.

Spoiler:

Normally ability damage stops when a character reaches 0 in a applicable attribute (exception for constitution) they become unconscious and the attribute drain stops at 0. A character with 0 constitution is dead.

However under these new house rules the GM has the option to rule on overflow damage. Poison that drops a character to 0 Dexterity will paralyse them and make them unconcious but left untreated in the face of continued failed saves? It will continue past 0 dexterity and start damaging constitution.

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Also in this series
Sanity Check #1 - Encumberance
Sanity Check #2 - Spell Focus Items
Sanity Check #3 - Spell Casting
Sanity Check #4 - Clerics and Channeling
Sanity Check #5 - Rogues and Sneak Attacks (mis-labled #4)

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