| Post/Author/DateTime | Post |
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| keyunp06-06-04, 12:06 AM | I'm looking at using the Injury rules. Has anyone had any experience with them? Alos, what about adding this idea: Instead of armor adding to AC, what about subtracting that number from the damage before dividing by 5. And if plate (+9) gets hit for 1 point of damage the Fort save would be: 1 – 9 = -8. –8/5= -2 DC = 15 – 2 = 13. I'm also looking at applying this concept to spell casting. This is my first draft. (I caught this idea from searching for postings on Injury) Spell Strain For all spell casters, this is similar to physical injury, but with Will saves. Wisdom helps with Will saves as normal. Intelligence helps with spells known. Charisma helps with spell DC as normal. Fast: Spell known at 1st level: 0th : 3 + Int bonus. 1st : 1 + Int bonus Slow: Spell known at 1st level: 0th : 2 + Int bonus. When a character gains a caster level he learns a number of spells equal to 1+Int bonus. Each spell must come from a different spell level. If you have left over points, then repeat previous step with remaining points. Minimum attributes to cast high level spells Spell Wis Int Chr Level 0 9 10 9 1 10 11 10 2 11 12 11 3 11 13 11 4 12 14 12 5 12 15 12 6 13 16 13 7 13 17 13 8 14 18 14 9 14 19 14 Will save DC: 10 + (spell level x 2). Hits from injuries affect this as well. No matter the result, the spell is still cast. If you succeed: no ill effect If you fail by less then 10 you take a strain. Each strain gives –1 on further saves. If you fail by 10 or more, you are exhausted. If you take a strain after being exhausted you become disabled (as per injury). If you take a strain after being disabled you become dying (as per injury). |
| trapspringer06-07-04, 11:39 AM | I used the injury system for a while. It really only works at low levels. By the time one of my players got to level 8, he was using hand X-Bows with two weapon fighting and rapid shot, totaling over 8 attacks a round. That is a 40% chance of disabling any target he point his X-Bow at. Before level 5, it was a ton of fun, though. |
| stone_dog06-07-04, 10:13 PM | I'd rule that you would still need one hand free to use a nonrepeating crossbow. Now having a brace of cross bows, twf, rapid shot, quick draw and a minion with rapid re-load standing behind you handing you fresh crossbows might be fun. That tangent aside, I'll post a synopsis of an alternate injury system tomorrow that may be of interest. |
| keyunp06-08-04, 04:58 PM | Please post it Stone, I'm interested in seeing any options you use with injury. |
| Arnkel06-08-04, 09:36 PM | Well, I use a varient of the injury idea. I really didn't like the one presented in UA. I should mention that the death toll is rather high, and the setting it is used for is very very close to feel as a White Wolf Dark Ages Game. Casualties are high, combat is realistic(relatively), and players really have to think BEFORE entering that dank dark dungeon. It does however involve restructuring the way damage is dealt. It also gets rid of the annoying massive damage at 50 points rule and the rules for subdual damage. First, the character rolls for hp normally(at Char creation or gaining a lvl) and adds on the appropriate mods. Instead of labeling them as hp, they are Vitality or Fatigue points. The character also creates a Wound Threshold(idea borrowed from the RUNE rpg). To generate a WT follows a simple formula: (Con score/2) + Con Mod( + 1 if the character has toughness or +2 if the Character has Die hard, does not stack). If an attack deals more damage then the Wound Threshold, the character suffers a wound. A character can suffer a number of wounds equal to his Con Mod before having to roll a fort save. If the Fort save fails, the character is treated as if he were Hovering on Death's Door. If he makes it, he merely accrues more wound penalties as normal. Every time a character recieves a wound, the character suffers a -4 penalty to ALL physical abilities(STR, DEX, CON) the following round, -3 the round after, -2 the round after that, and -1 for all rounds thereafter. Multiple wounds do stack. for every WT threshold of Fatigue damage the character suffers he gains another -1 to his penalty. HEALING: Fatigue points heal 2/hr, and Wounds heal 1/week. Cure spells work on fatigue first, wounds later(a cure light heals 1 wound, a Cure Mod heals 2, etc.). I would love to hear what you guys think about this system. |