Anything Wrong With Massive Damage? [Archive] - Wizards Community

Post/Author/DateTimePost
Thomar_of_Uointer

12-06-06, 01:32 AM
I've been rolling the idea around for a while of running a campaign in Final Fantasy style (specifically II), and among the many changes was the massive damage variant as used in D20 Modern (take more damage than your Constitution score and you have to make a DC 15 Fortitude save or start dying). I already know how to tweak the magic system in this repsect (keeping in mind that 3d6 damage is capable of taking down most mortals), and Heal should have all of the extra tricks like Surgery, but is there anything I should know about the way D20 Modern combat works? It shouldn't be any different from throwing handfulls of kobolds at the party, right?

Also, adding another layer to the campaign, potential for battle scars, and whatnot, would it be reasonable to say that if you fail a massive damage save you lose a limb appropriately for the damage type? 1d4 to determine which limb, and 1d3 to determine how much sounds fair enough. The main reason is that on my big list of how much MP can do what, I have "regrow a limb" and "mend a broken bone", plus it means that Heal has a few more cool uses.
X-Codes

12-06-06, 01:59 AM
If your caster types are even half as strong as they are in D&D, then they'll force Massive Damage saves far more often than their Melee counterparts. The problem with Massive Damage causing that furthering of the inherent weakness of melee characters is... well... not great.
Thomar_of_Uointer

12-06-06, 02:06 AM
If your caster types are even half as strong as they are in D&D, then they'll force Massive Damage saves far more often than their Melee counterparts. The problem with Massive Damage causing that furthering of the inherent weakness of melee characters is... well... not great.

Umm... Twohanded greatsword with power attack? I think a valid melee build in D20 Modern is to grab a katana and only rely on massive damage to end fights for you. And also note that it cuts both ways on casters, with low Fortitude saves and low hit points.

Yes, this is accounted for. Spellls dealing 3d6 damage come into play just before limited single-target save-or-die effects.
X-Codes

12-06-06, 02:33 AM
Umm... Twohanded greatsword with power attack? I think a valid melee build in D20 Modern is to grab a katana and only rely on massive damage to end fights for you. And also note that it cuts both ways on casters, with low Fortitude saves and low hit points.
Depending on what you fight, Damage Reduction is not uncommon. As for caster weaknesses, they only have 3 fewer HP per level than their martial counterparts, which can be made up for with various spells (Bear's Endurance, False Life), and the same can be said for their low Fortitude saves. Besides, it's only a DC 15 saving throw. Those become quickly obsolete.

Yes, this is accounted for. Spellls dealing 3d6 damage come into play just before limited single-target save-or-die effects.
In D&D, you get Fireball (5d6-7d6, but can be more with feat selection) before you get the first save-or-die, which also allows 2 saving throws, not just one. It also deals damage if you succeed on the second save, so it might trigger massive damage anyway.