campain rules

Post/Author/DateTimePost
#1

roadrunner_ex

Jun 08, 2009 17:46:25
hi im working on my own campain and have been tweeking with some rules and i was hoping you guys could look over them an see if im making any sence lol any critisicm is welcome plus if you know what im on about but think it would be better writin another way please do so. as im not the best at writing lol. thanks

Hit Points

To make the world more realistic hit points are reduced by one hit dye for example if you are a fast hero you hit dye would be 1d8 by d20 modern rules. But in New city saga your hit dye is 1d6. This makes damage more deadly and realistic. Thou your constitution modifier still gives you hit point bounces.

Mass Damage

Mass damage is set to 10 regardless of your constitution score, also for every 5 points over your damage threshold the DC is increased by 2. Again you constitution modifier still grates you bounce to save Vs death
For example you were hit by a bust of automatic fire totalling 15 points your save Vs death is now DC 17.


Body Locations and Damage

When attacking someone or something you know roll to find out where you hit them. Each body location has a set of hit points and minces when disabled or even removed.
The body is divided in to 6 main parts: Head, torso, left arm, left leg, right arm and right leg and each main part is divided again to give more aureate damage locations. There are 20 locations on a humanoid role a d20 to see which location was hit.
HEAD TORSO LEFT ARM RIGHT ARM LEFT LEG RIGHT LEG
1.Head 4. Left ches 3. Upper 6. Upper 12. Upper 13. Upper
2. Neck 5. Right chest 8. Lower 10. Lower 15. Knee 16. Knee
7. Stomach 11. Hand 14. Hand 17. Lower 18. Lower
9. Groin 19. Foot 20. Foot

Of cores in some cases on all body location are visible e.g. when behind cover. Still roll the location as normal and if the location is behind cover the cover takes the damage as normal until that location is destroyed. Effetely the cover gives the character more armour points before being hit.
If the character is lying down for instance and the enemy was in front, line of sight would be only the head shoulders and arms only these parts can be hit working out how Meany location are on show an use the nearest die to find out which part got hit E.g. in this case 10 location are on show, head, neck, left chest, right chest, upper left arm, lower left arm, left hand, upper right, lower right, and right hand. So you roll a D10.

Each location has its own hit points to find these out you do the following:

Head has ¼ of you total hit points rounded down
Torso has the same as you total hit points
Limbs have ½ of your total hit points rounded down

You lose hit points as normal and if all your wounds were every they are on the body add to or more than you total hit points you are dying as explained in the D20 modern core book.
Though there are 20 body locations on humanoids there are only 6 main locations and as explained each of these main location have its own hit points. And if you get hit in one of the sub locations of one of the main locations the hit points are taken from the main location hit points. For example: you get shot in the right upper arm for 3 point your right arm loses 3 points, next round you get shot in the lower right arm for 4 points. Your right arm has now lost 7 points.

Disabling a body location (hit points of that location reach 0 points) minis come in to effect as follows:
• Disabled Head: save Vs death DC20, fail drops to -1 and starts dying, susses: another Save to be made DC15 fail drop unconscious, susses you are daze for 1d4 rounds plus you take an -4 on all skills, attacks and saves, blind fight feat will negate this by 2.
• Disabled Arms: -4 on all skills that require manual dexterity and -4 on attacks (if it’s your primary arm), also you cannot use two handed equipment. If both arms are disabled you can’t attack with you arms and can’t use any equipment.
• Disabled Legs: -10feet from speed (-5 if small) cannot run, -4 on skill and actions that require movement. If both legs are disabled your can only move 5 feet around because you have to use your arms to pull yourself along.
• Torso: if your torso is disabled you are dying.

If a location reach minis 5 that part has been detected. The part that been detected from is worked out by where the last amount of damage came from. E.g. you right arm is disabled and currently at -1 and you get shot in the lower arm for 5 points meaning your arm is now at -6. Your arm has been shot off from the lower arm down, both losing you lower arm and hand of the left arm. Also when this happens you are bleeding and lose one point a round.

this part is in note form an need to be rewriten but iv added it so above will make more sence.

Armour
• Armour no longer gives bounces to defence
• Armour provides two things 1st armour points which are deducted before hp, 2nd armours give better protection against specific damage and reduce that before Armour points are reduce.
• Once the armour points reduce to 0 that armour no longer reduce damage from that specific damage.
• Armour only protects some areas of the body which will be stated in the armour description.
• Armour resistance isn’t affected by the lack of armour proficiency. However someone who dons armour without having the appropriate amour proficiency feat doubles the usual armour penalty. Even armours that don’t usually have an armour penalty give at least a -2 penalty to a non-proficient character.
#2

DwarfFighter

Jun 08, 2009 18:09:22
I think you'll find that setting the Damage Threshold to 10 and the improved save DC together will provide you with a sufficiently deadly setting. Well, not dead deadly but at the very least dying deadly. Your PCs are going to drop like flies once they start taking multiple saves per turn.

-DF
#3

roadrunner_ex

Jun 10, 2009 1:33:18
do you think that i should leave hp to the normal amount then?
#4

DwarfFighter

Jun 10, 2009 3:11:23
Well, the threat of having to take a Massive Damage check pretty much encourages the PCs to keep their heads down. Even if they have a good deal of hp then they are still going to worry about the next shot. But having a lot of hp allows them to stay in the game longer (meaning that they don't abort the adventure just because they got beat by an encounter).

-DF