"fluff damage" rules

Post/Author/DateTimePost
#1

beeq

Sep 13, 2010 22:51:34
Hey, just wanted to get your opinion on an idea I plan to run with in our upcoming game:

If a char is out of healing surges, and is subjected to a critical hit, they must decide some sort of "fluff damage" for their caracter.  Such as having a limb lopped off, very very deep wound that would leave a major scar even when healed, loss of an eye, and so on.

What do you guys think of something like this?  I figured that if I wanted to throw in the hand of Vecna, the ONLY way they would be able to use it is if they chopped off their own hand and really.. when you are running around fighting monsters all the time you are eventually going to get a few scratches here and there.
#2

pluisjen

Sep 14, 2010 1:22:19
There's a pretty big difference between a permanent scar and losing an arm... I don't mind the idea of some visual scars but I'd make it very clear that any permanent disability is optional and not whine when people don't want to cripple their character for the rest of the campaign.

Or provide ways to restore their lost limbs; either by repairing it with rituals or replacing it with something else.
#3

johnnii

Sep 14, 2010 9:46:03
I have a similiar rule, but the conditions you are suggesting is a bit harsh IMO (you do as you like ofc). I want it to be more of a rare, dramatic occation so I do it this way:

If you take enough damage to reduce you to EXACTLY negative Bloodied, you can choose to either die or take a permanent injury.
#4

alitain

Sep 14, 2010 19:15:34
Well our group plays with a crit chart.  Whenever a crit is score, we roll percentage(or my d100, fun!), and depending on the result certain effects happen.  Generally it ends up just being normal crit damage but sometimes a limb is lost, or an eye, broken bone, or your take your bloodied value in damage(instead of the regular damage for the crit) as you're basically disemboweled.  Hitting 100 is insta death, but only for monsters.

Works out well, brings some fun to the game.  My only suggestion since this is what we do in our game, is that if someone loses a limb make sure you have a way for them to get it reattached.  Obviously they couldn't do it in a dungeon, but when they get back to town and such.  Then it's not a big deal, just a temporary inconvience
#5

salla

Sep 14, 2010 19:53:36
I would just let the players decide how the damage they take affects them.  Someone may want to play a grizzled, scarred, one-eyed guy everybody calls 'Seven Fingered Frank', but someone else may prefer to play an unblemished handsome character.
#6

misterarcane

Sep 14, 2010 22:15:35
I know one person I chat with online a fair bit has a setting where automations(Like warforged except more primitive) are common you can get mechanical limbs pretty easily(Similar to automail from FMA) and they play with rare, but potential limb-loss from criticals... on the bonus side the replaced body-part qualifies for warforged component items(It's generally assumed that any player deciding to remove their own limb to get a minor mechanical benifet will incure DM wraith).
#7

bone_naga

Sep 20, 2010 6:30:38
One idea I saw elsewhere on these forums was a crit card. When hit by an attack, the player could choose to take the damage, or ignore the damage and take a card, which had some long-term effect on it. That way it added something to the game but it was never forced onto the player.
#8

xpochian

Sep 25, 2010 14:53:40
One idea I saw elsewhere on these forums was a crit card. When hit by an attack, the player could choose to take the damage, or ignore the damage and take a card, which had some long-term effect on it. That way it added something to the game but it was never forced onto the player.

this, actually, is a pretty sweet idea. considering the PCs in my campaign are powerful (and wealthy) enough to afford regeneration, i don't see why it wouldn't be neat...for a week or so, until "3-fingered-wizard" complains.