| Post/Author/DateTime | Post |
|---|---|
| Romulus LoneWolf02-24-04, 09:12 PM | I run an online chatroom D&D game, and I've realized something: Combat takes a hell of a long time in D&D, which kinda eats up my group's 3-4 hour game sessions (the biggest window of gaming time my group can manage). Likewise, traps can eat up some time when PCs get struck by them and end up losing HPs. Which is why I'm now interested in the Injury rules from Unearthed Arcana. I know the system was probably taken from Mutants and Mastermind's own Damage Save rules, so I'm familiar enough with it, but I'm unsure how to convert D&D PCs/Creatures to the Injury system.. Anyone here tried it yet? If so, care to share your opinions? |
| Surcus02-25-04, 06:16 AM | I tried it in my epic campaign... It doesnt work. |
| stilleon02-25-04, 10:33 AM | Originally posted by Surcus I tried it in my epic campaign... It doesnt work. I was thinking of this for my online game as well. Could you give us reasons why it didn't work. Maybe the rules can be adjusted. |
| Surcus02-25-04, 11:18 AM | For an epic campaign, the problems is that most people make their fortitude saves easily...unless they roll a 1, in which case they are automatically staggered/disabled. This is just weird...no hits will ever be applied to these guys. What about the other stuff? Like traps, damaging spells, and so on..everything becomes a save or die thing, where 1 usually is the only failure. And what happens if they are healed? Even only a cure light wounds spell heals all damage, if they have no hits but are just disabled, at least this is how I am reading this. |
| stilleon02-25-04, 05:37 PM | Well, for the fort save an adjustment might be that the damage also includes attack bonus. This will scale it by level but will really emphasize the fighter types. Not sure about the healing though. I think also that the dividing thing is uncool. Too much work for my tired mind. Mutants and Masterminds has a similar system. Your damage DC is something like 15 + Damage Modifier, I think (I'll check later), so there is no roll at all. Maybe a good idea for the damage DC instead of dividing is: 15 + Str Mod + Weapon Damage Mod Weapon damage mod would be the average roll (round down). For example, a dagge would have a +2, a longsword would have a +4. Any other damage bonus applies. So a fighter with a STR of 12 and a +2 shortsword (average damage +3) would have a total damage DC of 20. IJust rambling. |
| CompleteSatori02-26-04, 02:36 AM | That wont work, as past level 10, no fighter/barbarian/paladin/ranger can miss the save unless they critically fail. I think that it works just fine, and I am finding the exact opposite as Surcus. I think it is just as deadly as normal combat, just compressed into a workeable timeline for the sake of gameplay. Wizards still dont want to make Fort saves, fighters are good at them, and at high levels, the CR's they are facing deal out Fort saves around DC 25 pretty consistently, with some spikes above 30. That doesnt sound like much, but it adds up, and combat remains deadly, since a roll of a 1 is a fail at more than 10+, thus Disabling. So you see more sudden death, and less attrition. Also, healing is handled in the entry under Injury pretty well. |
| tec-goblin02-26-04, 07:11 AM | Originally posted by Surcus I tried it in my epic campaign... It doesnt work. No, it works only from level 1 to 12 - trying it in epic was... pointless! How did you think of doing something like that? |