| GM Spike |
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So I had this "Idea" for more in depth injuries.
All comments welcome.
By receiving 20+ damage in a single hit, roll Fort save (DC=damage).
If you fail, roll a D12 and consult the table.
(By rolling a 1 on the save add * to the effect.)
You receive a wound that, in case of the ability damage, can be healed only by “Treat deadly wounds” rule or Lesser Restoration and similar healing spells. This however does not heal any HP or Ability Points. It merely allows it to be healed naturally or with another spell (Example: Setting the bone back before it can heal.) So if you receive one of these injuries you will need to spend more than just one lesser restoration spell, if you want to be back in action right away.
Similarly the Serious Bleed damage can be only stopped by the “First aid” rule or Lesser Restoration and better healing spells.
(Note: Treat the Con bleed as normal ability bleed.)
The table is a bit ruthless but as stated above, this should represent serious injury.
B; Bludgeoning,
P-S; Piercing-Slashing,
M; Magic,
The Table:
1. Head
P-S: 1D6 Serious Bleed
M: Dazed for 1D6 rounds
B: Staggered for 1D6 rounds.
*: Character becomes Unconscious
(Gains amount of nonlethal dmg that equals current HP)
2. Chest
P-S: 1D6 Serious Bleed
M: Sickened for 1D6 rounds.
B: Fatigued for 1D6 rounds.
*: Character becomes Exhausted. 1D6 Con damage.
3. Stomach
P-S: 2D6 Serious Bleed
M: Sickened for 1D6 rounds
B: Fatigued for 1D6 rounds.
*: Character becomes Nauseated. 1D6 Con damage.
4. (5.)Leg Right (Left)
6. (7.)Foot Right (Left)
P-S: 1D6 Serious Bleed
M: 1D6 Dex damage. Character moves half speed
B: 1D6 Dex damage. Character moves half speed.
*: 1D4 Con bleed (Leg is cut off/Useless) Movement only 5 ft. step.
8. (9.)Arm Right (Left)
10. (11.)Hand Right (Left)
P-S: 1D6 Serious Bleed
M: 1D6 Str damage. -2 on non STR checks.
B: 1D6 Str damage. -2 on non STR checks.
*: 1D4 Con bleed (Arm is cut off/Useless.)
12. Roll Again.
***************************************
Optional Head Injury (Roll 1D4):
P-S: 1D6 Serious Bleed
M: Dazed for 1D6 rounds
B: Staggered for 1D6 rounds.
*:Character becomes Unconscious (Gains amount of nonlethal dmg that equals current HP)
1. Eyes or Ears
1D6 Wis damage
*: Permanent Deafness or Blindness
2. Neck
1D6 Con damage
*Permanent Muteness
3. Brain
1D6 Int damage
*Character becomes Unconscious (Gains amount of nonlethal dmg that equals current HP) or permanently Confused.
4. Roll two effects
***************************************
Serious Bleed ... is serious!
| Annien |
I know the table might seem ruthless because scoring a critical, or being damaged by a mid level caster can easily deal over 20 damage in one hit.
Hell, I know it did not come easy when I got that 40 damage and could not use my left arm.. and later on, the foot because of damage inflicted on me.
But nevertheless, it does not matter if you like it or not, it makes sense comparing it to real life. If you think about a real karate style fight, you take one good punch/kick into the head and you are unconscious. So, receiving one critical hit with a greataxe for example should cause a serious impact on the body.
One thing though, the Fort DC equals damage inflicted? That is a lot! Why not set it as 10 + hit dice of the wielder/caster + main stat modifier of the wielder/caster?
(E.g For a hit from either Sladan or Annien the DC would be 24 at level 9, not maybe 30 like a possible damage)
| Haskol |
I think putting the threshold for a serious injury is too low. After a few levels, you'll find you're lobbing off limbs of PCs on a regular basis.
I pulled out one of my old characters, a Dwarf Barbarian that was not at all optimized. By level 9, he would force a Fort save for serious injury with every hit, having a +19 to damage with his Greataxe with rage and power attack, which he used during all combats. Now, if you got an optimized character, this would probably happen around level 3 or 4.
Throw on crit damage and my level 9 could deal enough damage that even the Tarrasque would need to roll a 29 to save against serious injury.
Also, it would increase the gap between finesse fighting and two handed fighting, even though finesse was all about finding the weak points in the enemies defense.
Perhaps use this as an alternative to crit damage? Instead of straight 1d6 bleed or 1d6 rounds or an effect, reduce to d4s and make it (Critical Multiplier of the weapon -1)d4s of the certain effect. For example, a Rapier crit to the Head would deal 1d4 bleed and a Greataxe would result in 2d4 bleed.
It would help to balance this around all the weapons, although it would be great if there were more different effects between weapon types and hit areas.
You may want to look over the Critical Hit deck for ideas.
EDIT: All that said, I do like the idea
Falcar
|
That save is going to kill players and enemies quickly. At level 10 a melee character should be causing serious injuries each swing with no problem. Mounted lancers will be making enemies roll saves of DC: 40+ easily. The save may be better off as DC: 10+ BAB of attacker. This way it will be possible to pass given how often the saves will be forced upon creatures.
Also the effects do not seem balanced. Slashing and piercing weapons add an extra 3-7 damage per round while bludgeoning can take someone out of the fight entirely or hurt with stat damage.
| GM Spike |
The home-crit version does not compute with me as I feel that whatever I do with it, I will unbalance the rules too much.
So this is what I will stick with ... so far this is the final version.
By receiving 20+ damage in a single hit (while bloodied or just gaining the bloodied status), roll Fort save (DC=10+HD of the attacker).
If you fail, roll a D12 and consult the table.
(By rolling a 1 on the save add * to the effect.)
You receive a wound that, in case of the ability damage, can be healed only by “Treat deadly wounds” rule or Lesser Restoration and similar healing spells. This however does not heal any HP or Ability Points. It merely allows it to be healed naturally or with another spell (Example: Setting the bone back before it can heal.) So if you receive one of these injuries you will need to spend more than just one lesser restoration spell, if you want to be back in action right away.
Similarly the Serious Bleed damage can be only stopped by the “First aid” rule or Lesser Restoration and better healing spells.
(Note: Treat the Con bleed as normal ability bleed.)
The table is a bit ruthless but as stated above, this should represent serious injury.
B; Bludgeoning,
P-S; Piercing-Slashing,
M; Magic,
The Table:
1. Head
P-S: 1D6 Serious Bleed
M: Dazed for 1D6 rounds
B: Staggered for 1D6 rounds.
*: Character becomes Unconscious
(Gains amount of nonlethal dmg that equals current HP)
2. Chest
P-S: 1D6 Serious Bleed
M: Sickened for 1D6 rounds.
B: Fatigued for 1D6 rounds.
*: Character becomes Exhausted. 1D6 Con damage.
3. Stomach
P-S: 2D6 Serious Bleed
M: Sickened for 1D6 rounds
B: Fatigued for 1D6 rounds.
*: Character becomes Nauseated. 1D6 Con damage.
4. (5.)Leg Right (Left)
6. (7.)Foot Right (Left)
P-S: 1D6 Serious Bleed
M: 1D6 Dex damage. Character moves half speed
B: 1D6 Dex damage. Character moves half speed.
*: 1D4 Con bleed (Leg is cut off/Useless) Movement only 5 ft. step.
8. (9.)Arm Right (Left)
10. (11.)Hand Right (Left)
P-S: 1D6 Serious Bleed
M: 1D6 Str damage. -2 on non STR checks.
B: 1D6 Str damage. -2 on non STR checks.
*: 1D4 Con bleed (Arm is cut off/Useless.)
12. Roll Again.
***************************************
Optional Head Injury (Roll 1D4):
P-S: 1D6 Serious Bleed
M: Dazed for 1D6 rounds
B: Staggered for 1D6 rounds.
*:Character becomes Unconscious (Gains amount of nonlethal dmg that equals current HP)
1. Eyes or Ears
1D6 Wis damage
*: Permanent Deafness or Blindness
2. Neck
1D6 Con damage
*Permanent Muteness
3. Brain
1D6 Int damage
*Character becomes Unconscious (Gains amount of nonlethal dmg that equals current HP) or permanently Confused.
4. Roll two effects
***************************************
Serious Bleed ... is serious!
| GM Spike |
Debilitating blow 2.0
Any attack roll that exactly reaches defenders AC calls a Fort save. DC = 10 + HD of the attacker. If passed take nonlethal damage, if failed, you receive normal damage AND a debilitating wound (or a projectile in the body). This can be fixed only by “Treat deadly wounds” rule or Lesser Restoration (and better) healing spell. This however does not heal any HP or Ability Points. It merely allows it to be healed naturally or in any other way (Example: Setting the bone back before it can heal.) So if you receive one of these injuries you will need to spend more than just one lesser restoration spell, if you want to be back in action right away.
Bleed damage gained this way can be stopped (but not healed) by the “First aid” rule or with any healing spell.
Projectiles will get stuck in the body, implying stacking penalty and can be taken out with the individual use of “Treat deadly wounds” rule. Once all objects are out, the “Treat deadly wounds” rule may be used again to regain HP.
(Note: The objects can be removed also with a DC 12 STR check, but will cause 1D4 bleed.)
Slashing or piercing weapons deal 1d4 Bleed damage and the rest is explained in the D12 table below. (On the roll of 12 roll again)
Body part........|Projectile...........................|Bludgeoning............. .......................|Magic........................................|Crit Fail
1.Head............|1d4 Int, Wis dmg, Confused|1D4 Int damage, Stunned.................|1D4 Wiz damage, Dazed...........|Headshot* or Head Injury
2.Chest............|-2 on any check..................| ..........................Fatigued,(Broken rib) 1D4 Con damage ...................|Exhausted, 1D4 Con bleed
3.Stomach........|-2 on any check..................|................Sickened, (Damaged organ) 1D4 Con damage.....................|Nauseated, 1D4 Con bleed
4. R. Leg...........|-2 Dex, Speed -5 ft.............|.........1D4 Dex damage (cracked/broken bone), speed -5 ft................|1D4 Dex bleed (Limb cut off) Speed = 5 ft.
5. L. Leg...........|-2 Dex, Speed -5 ft.............|.........1D4 Dex damage (cracked/broken bone), speed -5 ft................|1D4 Dex bleed (Limb cut off) Speed = 5 ft.
6. R. Foot..........|-2 Dex, Speed -5 ft.............|.........1D4 Dex damage (cracked/broken bone), speed -5 ft................|1D4 Dex bleed (Limb cut off) Speed = 5 ft.
7. L. Foot..........|-2 Dex, Speed -5 ft.............|.........1D4 Dex damage (cracked/broken bone), speed -5 ft................|1D4 Dex bleed (Limb cut off) Speed = 5 ft.
8. R. Arm...........|-2 on checks using the limb|....1D4 Str damage (broken bone), -2 on any check using the limb.....|1D4 Str bleed (Limb cut off)
9. L. Arm...........|-2 on checks using the limb|....1D4 Str damage (broken bone), -2 on any check using the limb.....|1D4 Str bleed (Limb cut off)
10. R. Hand......|-2 on checks using the limb|....1D4 Str damage (broken bone), -2 on any check using the limb.....|1D4 Str bleed (Limb cut off)
11. L. Hand......|-2 on checks using the limb|....1D4 Str damage (broken bone), -2 on any check using the limb.....|1D4 Str bleed (Limb cut off)
________________________________________________________________________
*Headshot is possible only on critical fail, however the projectile can render the character only unconscious, if he passes a second fort
(DC = 10+HD of the attacker). Otherwise dig a grave.
Head Injury..| (Any weapon type)
Brain.............|1D4 Int bleed, Unconscious
Neck.............|1D4 Con bleed, Paralyzed
Eyes or Ears.|1D4 Wis bleed, Confused (mad with pain) possibly deaf/blind
Note: Characters using Total defense or Fighting defensively are immune to Debilitating blow from enemies they can see.
Optional: Characters using any type of metal helmet are immune to the first Headshot or Head Injury after which the helmet is destroyed.
LazarX
|
So I had this "Idea" for more in depth injuries.
All comments welcome.By receiving 20+ damage in a single hit, roll Fort save (DC=damage).
If you fail, roll a D12 and consult the table.
(By rolling a 1 on the save add * to the effect.)
If you're going to implement a change to the game, the first things you need to answer for yourself, are why? and what do you expect to get out of this?
The one big thing that many many people don't take into account when it comes to looking to make a change that will make them famous is the following.
NPCs and monsters will typically fight only one battle in the course of an entire campaign.... the one where they have and are defeated by the PC's.
PC's on the other hand will be fighting many more battles over the course of a career, or even the course of a single adventure. Under your system, your PC's are going to be collecting long term impairments on a regular basis. This may satisfy some simulationist obsession on your part... But is this really how you want to run what is supposed to be "Heroic Fantasy"?
| GM Spike |
Firstly, thank you for your response Lazar.
Certainly, after some time, what you are suggesting came to my mind as well and I updated the rule again. (1. The Fort save can be Ref save instead, player’s choice. 2. Any damage rolled on any body part is dealt to an item worn on that body part as per successful sunder attempt. “Wear armor or bad things will happen.”)
I had no chance to test it yet so there is no way in calm it a success or a fail.
Secondly, if by “simulationist obsession” you meant “realism obsession” then you are right (and it explains all). :)
However my players are free to vote on any issues, especially the home rules so hopefully whatever the game will end up to be it will be fun first and foremost.