| Post/Author/DateTime | Post |
|---|---|
| kenicolo06-18-07, 08:49 PM | I want to add some gameplay effects of loosing hp. I taught of adding effect after each quater HP loss. -2 all checks, caster level and 10% arcane failliure every quater. Fatigued at half (fort save DC 15) Exausted at 3/4 (Fort save DC 25 Faliure makes fatigued) The thing is that i cant fing aything to affect divine casting... any suggestion |
| Talisman06-18-07, 09:37 PM | Please see my advice in this thread (http://boards1.wizards.com/showthread.php?t=867908). If you must...Concentration check to cast a spell (DC 15 + spell level), which is possible but not automatic with the -2 on all checks per quarter. If casting defensively, DC becomes 20 + spell level. |
| kenicolo06-19-07, 10:22 AM | Well... it should be normal to have an harder time concentrating to cast on the defensive when you've taken damage. i mean... you are hurt,bruised and maybe bleeding who knows. This variant efectively reduce the efficiency of a character healthy character compared to a damaged one. so with this you could give a damaged party hard time with low CR. YOu must consider their party lvl with the penalities adn give the XP according to the callenge encoutered |
| SlinkyTWF06-19-07, 12:34 PM | One of my former DMs ran a campaign where he did this to us. From the player's perspective, it completely sucked. If I was one of your players, I'd object strenuously, assuming I had enough hit points to make my Strenuous Objection check. |
| lint trap06-19-07, 02:04 PM | When houseruling, I always opt for the simplest mechanic possible. So here's an idea: <25% hp left: Fatigued <10% hp left: Exhausted No need to penalize other things; the players are having a bad enough day as it is. |
| RobbyPants06-19-07, 03:59 PM | When houseruling, I always opt for the simplest mechanic possible. So here's an idea: <25% hp left: Fatigued <10% hp left: Exhausted No need to penalize other things; the players are having a bad enough day as it is. I'd second an approach like this. Fairly simple and easy to track. You can even have the players write the threshold numbers (for 25% HP and 10% HP) somewhere on their sheet for easy reference. Just update them when they gain a level. |
| Talisman06-19-07, 04:29 PM | Well... it should be normal to have an harder time concentrating to cast on the defensive when you've taken damage. i mean... you are hurt,bruised and maybe bleeding who knows. I completely agree with your logic here; I'm just pointing out that, having played in a long-running campaign using a variant "wound penalty" system, it wasn't worth the effort. Generally, our wound penalties balanced out against those of the bad guys...when anyone even remembered to track them. If you institute a wound penalty system, keep it simple. The more complex (and "realistic") it is, the harder it will be to keep track of, the more your players will complain, and the less fun everyone will have. |