| Post/Author/DateTime | Post |
|---|---|
| #1katana100Apr 07, 2009 9:01:37 | Hey, i'm starting a new campaign soon (horror based) and I was thinking of adding a nice little gore mechanic to the game :D It like thus:- Items start at there maximum gore level (armour and weapons) e.g. Sword has a gore level of 30 and a Warhammer gore level of 50, boots gore level 40. (High number means clean) The idea is that every successful attack gives -1 gore level unless a critical success gives you +1 (a hit so effective that your weapon is cleaned). Also there will be traps that cause the gore to go down and finding water sources can clean your weapon Armour will obtain gore through traps etc, and by taking injury will also decrease gore value by 1 (there own blood is added into the mix) also stepping on the corpses of enemies will produce a -1 as well Now the effects of gore:- When your weapon is minus 10 from maximum you do 1 less damage, 20 means 2 less damage etc (The bits of gore dull the edge of your blade). When you are a full gore you have to roll a 1d6 on a 1,2 your weapon sticks in enemy meaning you can either let it go or use a minor action to pull your weapon out. (need something else for the inbetween values such as at 1/2?) Armour, as this get more gory you start getting sticky and heavy meaning slowing you down. At half value you movement is reduced by 1 and 3/4 it is reduced by 2 and at full reduced by 3 (can't think of any downfalls) quick note this is starting at level 1 so I don't want to be to mean |
| #2pogminkyApr 07, 2009 9:30:55 | Sounds a bit like extra book-keeping to me - I like to be kinda bookwork light. The only 'gore' mechanics I'd think about using would be ones that involved the minimum of fuss, like blood and guts creating difficult terrain or something. |
| #3descriiApr 08, 2009 5:10:09 | As a player, I wouldn't enjoy tracking the weight of the gore on my blade as a points-based mechanic. I'd enjoy the GM being descriptive about gore (for a couple sessions, anyway) and I'd get into it myself, too. Especially against zombies. There's something about zombies that says instant B-rated buckets of blood horror flick. Tear out ribcages, crush eyes like jelly, etc. But you might enjoy tracking corpses, especially in battles with large numbers of minions, or in rooms where multiple battles happen in "waves". Print out some corpse counters or draw little dead stickmen on round bits of cardboard and replace dead models with the counters. Thereafter:
Then throw in some creatures that do weird, disturbing, gory stuff like leap out of the entrails of other creatures or strangle you with their guts (hijack the bugbear strangler statblock). Your players will remember it... |
| #4Furion_ThamiorApr 08, 2009 16:42:16 | I agree, this seems like way to much extra bookkeeping. It's not a very realistic or believable mechanic either, though having corpses count as difficult ground might be the right ticket for the atmosphere you want to create. |
| #5katana100Apr 09, 2009 9:28:18 | This actually sounds better than what I was thinking (especailly the guts thing :P ) The climbing thing is also quite nice, might make gory traps still that slow people down, never nice for the ceiling to cave in blood on top of you :D Thanks guys |
| #6pogminkyApr 09, 2009 13:07:40 | You could also have a slide 1 sq mechanic if you wanted people to slide around on viscera. Perhaps even a fall prone (yuk!) |
| #7deter3of4Apr 09, 2009 17:04:14 | Descrii I will be stealing your idea. Thank you.:D |