Bloody mess!

Post/Author/DateTimePost
#1

MaximumPain

Jun 25, 2008 20:17:07
Bloody mess

This is a system I am planning to use in the new campaign I am designing for 4.0. I know after you look at it you will probably be horrified for my poor PCs should I decide to implement this. Know that I run a very brutal game with PC death always a real possibility and victory for “the good guys” is never assured. Also know that I have checked with my players and they seem to like they way I do things also preferring a gritty violent game where death is always stalking them.

What I am developing is an addition to the condition chart for when a target takes over a certain threshold of damage it will receive an effect based on what inflicted the damage. Various things can modify the threshold where the effect is inflicted such as armor and magic.

For this to work correctly the amount of damage inflicted needs to scale with the increase of overall hit points. Therefore all attacks will be adding ½ the attackers level to the damage.

Each target will have a threshold of effect based on ¼ of their max hit points. This can be modified by the armor and other protection the target may have. If the target is not yet bloodied it will receive the minor effect. It the target is already bloodied or the hit equals ½ the targets max hit points it takes the major type of effect.

Each type of effect will have a minor and major effect type.

Cutting weapons Inflict


Cut: Victim takes 2 points of continuing damage and suffers a -1 to all rolls until the bleeding is stopped. DC10 healing check or using a healing surge to heal stops the bleeding. These effects can stack.

Sliced: Effect on player characters and important NPC's.10 ongoing damage per turn -3 on all rolls
DC 15 heal roll or any healing effect that allows you to spend a healing surge (not catch a breath)to downgrade to cut. (Hit location effects needed).
Minor NPCs and monsters killed

Impaling weapons Inflict

Arrow: If pierced by an arrow it is sticking in you suffer -1 all rolls after effect from pierced is removed. If you fall, grapple, or are moved against your will you take 1 point.

Pierced: Victim bleeds 1 point per turn and suffers -2 to all rolls. DC15 heal check or using a healing surge stop.

Impaled Victim bleeds for 5 points per turn suffers -5 on all rolls and ½ move. DC 20 healing check or an effect that allows you to spend a surge downgrades to pierced. (Hit location effects needed).
Minor NPCs killed

Crushing weapons inflict


Bruised: -1 all rolls

Broken bones: -2 all rolls and either ½ move or lose use of one limb. Head shot lethal unless victim has a helm then KO. DC 15 heal changes -2 to -1 but the effect remains until healed.
Other damage types

Burned/frostbit ect... -1 all rolls, take 1 additional point if damaged again by the same type.

Scorched/Frozen ect... 1 extra HP from similar effect, -5 all rolls, move halved.
DC 20 heal or surge effect to downgrade to burned ect...

Partial list off defenses that effect the threshold for condition application.

----- Cutting Stabbing Crushing Other type
Cloth ----- +1 ----- +1 ----- 0 ----- +2
Leather ----- +2 ----- +2 ----- +1 ----- +2
Hide ----- +2 ----- +2 ----- +2 ----- +3
Chain ----- +3 ----- +3 ----- +2 ----- +3
Scale ----- +4 ----- +5 ----- +3 ----- +3
Plate ----- +5 ----- +7 ----- +4 ----- +3
Sm Shield ----- - ----- - ----- - ----- +1 Only area type that targets AC, Reflex, Fortitude
Lg Shield ----- - ----- - ----- - ----- +3 Only area type that targets AC, Reflex, Fortitude

Add magic and material bonuses to these values. For magical defenses that are not worn (ie mage armor spell and the like). The DM will need to assign an appropriate modifier after comparing it to the physical armors (I intend to deal with that on a case by case basis as I intend to add some rituals that can be used to add some protection for unarmored spell casters).

A system of long term healing will be developed (some done already just not ready for the boards yet).
This will involve weekly (or daily) healing chances to remove completely effects that are lingering.

Also I plan to invent effects that are tailored to specific foe types and sizes. For example Skeletons that suffer a minor not piercing effect are crippled ie bones broken off and fall in the square suffer a -3 on all attacks and may only move 1 square per action. This simulates crushing the skeletons bones but leaving its upper half to still claw and hack at you if you stray to close. For huge HP monsters I will assign a threshold that is reachable at less the ¼ HP with a corresponding lesser effect from the wound.

I expect player characters to die from this system and even an increased risk of a TPK so I will ease into it at first by keeping the encounters a bit easier so I can see how bad it really is. After I run a few session I will post my results if anyone is interested.

Thanks for reading this. Let me know how you think this will turn out.
#2

epochgames

Jun 26, 2008 6:51:45
Actually, I'm kinda jealous. Nice.