Community

 
Jump Menu:
Post Reply
Page 1 of 2  •  1 2 Next
13 months ago  ::  Jun 27, 2012 - 8:22AM #1
Ranger-of-Cormyr
Date Joined: Apr 2, 2012
Posts: 372
This is something I saw in the Star Wars RPG: each PC has a value called "Damage Threshold", which is equal to your constitution score, or 10 + con bonus, or something like that.

This is the damage you can take from one single attack. If a single attack does more damage than this, you are winded, and drop one space on the "condition" track. Only proper healing and/or a full night's rest can restore it.

A similar concept could be applied here: once the Damage Threshold is determined, simply rule that if a single attack does more damage than that, you suffer some kind of penlty for being "winded" - however it's best worked. Could be just for that fight (until you're able to take a breather), could be for a few rounds, could even be negated with a Fort save (DC is the amount of damage you took).

What does that do? It helps make combat less predictable, and potentially more dangerous:

Him: "I have 100 hitpoints and 50 potions! You can't hurt me!"
You: *crit for 15 damage*
Him: "Ow! That hurt! Oh no, I have *insert penalty*! I no longer have the advantage!"

It's a concept I really liked anyway. Could be another optional rule for hardcore players.
Everything expressed in this post is my opinion, and should be taken as such. I can not declare myself to be the supreme authority on all matters...even though I am right!
Quick Reply
Cancel
13 months ago  ::  Jun 27, 2012 - 9:53AM #2
everdawn7
Date Joined: Aug 22, 2007
Posts: 56
I've been using some sort of Damage threshold in various games since 2e   It works very nicely.  HP can then be "vitality," representing all sorts of abstract things--footing, stamina, ability to endure getting knocked around some, etc.  HP can be recovered quickly, even like the 5e rules.  But fix it with real "Wounds" that cause impairments. 

In 4e, the first time you got bloodied, I figured that was a Wound.  Your Damage Threshold for other attacks was (neatly enough) your Healing Surge value.  If you drop to 0hp, that's 2 Wounds.  Wounds are most simply represented by -1 penalty to all rolls for each one, explained however you wish.  They are harder to heal, and what the real magic is for (Ritual healing spells).
Quick Reply
Cancel
13 months ago  ::  Jun 27, 2012 - 10:36AM #3
Ranger-of-Cormyr
Date Joined: Apr 2, 2012
Posts: 372
Actually I'd forgotten about the "bloodied" mechanic - that's another 4th edition concept that I liked!

I'd be quite happy to bring that back too - when dropped to 50% health you're "wounded" and have some penalties to attack or whatever, which then stay until you have a full night's rest (even if the short-rest healing thing does bring you back up to +50% ). That way, it'd simulate a real wound, that you can bind or whatever in the field, but you still feel the effects of it until you've managed to rest properly and sleep it off.

I always hated how, in D&D, you were either "at full capacity to fight at your very best" or "dead", there was no in-between
Everything expressed in this post is my opinion, and should be taken as such. I can not declare myself to be the supreme authority on all matters...even though I am right!
Quick Reply
Cancel
13 months ago  ::  Jun 27, 2012 - 11:55AM #4
everdawn7
Date Joined: Aug 22, 2007
Posts: 56

Jun 27, 2012 -- 10:36AM, Ranger-of-Cormyr wrote:

Actually I'd forgotten about the "bloodied" mechanic - that's another 4th edition concept that I liked!

I'd be quite happy to bring that back too - when dropped to 50% health you're "wounded" and have some penalties to attack or whatever, which then stay until you have a full night's rest (even if the short-rest healing thing does bring you back up to +50% ). That way, it'd simulate a real wound, that you can bind or whatever in the field, but you still feel the effects of it until you've managed to rest properly and sleep it off.



Yeah, sounds good.  Conditions would be even easier to track if there were an action economy they could feed off of, but that would require a big restructuring of D&D (Movement Points/dice and Action Points/dice that you use to conduct your actions each round and represent part of your success chances, so that taking them away with conditions represents impairments to your ability to function).

I always hated how, in D&D, you were either "at full capacity to fight at your very best" or "dead", there was no in-between



x1,000.  Anything that helps address this should be on the table.

Quick Reply
Cancel
13 months ago  ::  Jun 28, 2012 - 9:56AM #5
Gurka
Date Joined: Jun 23, 2012
Posts: 309
I'd been thinking about something similar as well.

My initial thought was that perhaps in-combat healing, or short-rest healing can only bring you up to the nearest multiple of your Con score. Once your HP drops below one of the numbers on th list below, it can't be healed past that until you're out of a fight and have long rest or out of combat ritual-style healing.

A fighter with Con 17 for instance, would have thresholds at 17/34/51/68/85/102

The rogue with Con 12 would be 12/24/36/48/60/72/84/96/108

The Wizard with Con 9 would be looking at 9/18/27/36/45/54/63/72/81/90/99/108

Honestly, I like the idea of some kind of descending penalty better than the one above. I'd love even more if the status slider varied by class. A fighter would deal with injury differently than a rogue or wizard might, and it offers the chance to get really creative with the barbarian in particular. It would definitely give folks an extra thing to keep track of, which I know a lot of folks would rather not worry about, but I think it might be worth the added complexity.

Though it's not really the same type of Threshold you're talking about above, the other mechanism which I used in some games previous, was to make your Con score equal to the threshold of damage you can ignore. It's not the same as DR however... If you take damage =/< your Con bonus, you can ignore it (so between 0 and 4 pts for most characters), but if you take damage > Con bonus, you lose HP as normal for the full amount of damage.

The fighter with Con 17 (+3) gets it for 2 pts of dmg and loses 0 HP. He gets hit for 3 pts and takes 0. Hit for 4 pts and he loses 4 HP.

It never comes into play fighting big, hard hitting bad guys, but it makes high-Con characters more resistant to the "death of a 1,000 paper-cuts".
Quick Reply
Cancel
13 months ago  ::  Jun 28, 2012 - 10:59AM #6
Rhenny
Date Joined: Dec 21, 2011
Posts: 1,649
I think a lot of people (including me) don't want more to keep track of in the game, but it would be nice if there was a more concrete moment when a PC or creature actually gets wounded.  People are also afraid of "death spiral."

If there is a wound system, there will have to be a "death spiral" of some sort.  

In my 4e campaign, I'm applying a Wound (-2 to all actions until magically healed or weeks of rest) only when a PC or creature is critically hit.  This adds a level of concrete wounding to my games, but doesn't require a wound track.   It also happens 0-2 times per session so it gives flavor, but doesn't become too annoying.

With critical hit systems, the Natural 20 usually favors the monsters because they will be rolling more vs. the PCs in any given session, but since the Wound in my games can be healed by healing, it gives the PCs a fighting chance.  Many times, the monsters don't have access to healing, so in that regard they are at a disadvantage.

If people want, this Wound rule could also be applied if a PC drops to 0 hp and is revived.  That could simulate a more serious injury.

Perhaps "Wounded" could just become a condition, and it could be applied through critical hits and when a character is revived from dying.  There may also be other ways to get "Wounded".  Perhaps special monsters have horrible attacks that can "Wound."  Magic items may be enchanted so that they can "Wound."  Poison can "Wound," etc.

Just a thought.

 
Quick Reply
Cancel
13 months ago  ::  Jun 28, 2012 - 11:18AM #7
Skeigor
Date Joined: Feb 15, 2011
Posts: 30

Jun 28, 2012 -- 9:56AM, Gurka wrote:



Though it's not really the same type of Threshold you're talking about above, the other mechanism which I used in some games previous, was to make your Con score equal to the threshold of damage you can ignore. It's not the same as DR however... If you take damage =/< your Con bonus, you can ignore it (so between 0 and 4 pts for most characters), but if you take damage > Con bonus, you lose HP as normal for the full amount of damage.

The fighter with Con 17 (+3) gets it for 2 pts of dmg and loses 0 HP. He gets hit for 3 pts and takes 0. Hit for 4 pts and he loses 4 HP.

It never comes into play fighting big, hard hitting bad guys, but it makes high-Con characters more resistant to the "death of a 1,000 paper-cuts".




Nice concept, really like it! I think its expandable to an ignore pain ability overall. Putting a fighter class were it should be!

Quick Reply
Cancel
13 months ago  ::  Jun 28, 2012 - 11:24AM #8
Ranger-of-Cormyr
Date Joined: Apr 2, 2012
Posts: 372

Jun 28, 2012 -- 9:56AM, Gurka wrote:

I'd been thinking about something similar as well.

My initial thought was that perhaps in-combat healing, or short-rest healing can only bring you up to the nearest multiple of your Con score. Once your HP drops below one of the numbers on th list below, it can't be healed past that until you're out of a fight and have long rest or out of combat ritual-style healing.




I like that idea...though I think the majority of players won't, because it creates more complications, and most players seem to want to simplify the rules for combat.

Though it's not really the same type of Threshold you're talking about above, the other mechanism which I used in some games previous, was to make your Con score equal to the threshold of damage you can ignore. It's not the same as DR however... If you take damage =/< your Con bonus, you can ignore it (so between 0 and 4 pts for most characters), but if you take damage > Con bonus, you lose HP as normal for the full amount of damage.




That's a good idea too. I quite like the idea of a con bonus helping to absorb damage - another thing that Warhammer does.

Anyway, I think there's a lot of food-for-thought here, for WotC to come up with something - either hardcoded or as an optional add-in - to make the wounds/dying/death system more interesting than "Watch as I fight my very best and...oh, no. Sorry. That last rat bite did me in." :D

Everything expressed in this post is my opinion, and should be taken as such. I can not declare myself to be the supreme authority on all matters...even though I am right!
Quick Reply
Cancel
13 months ago  ::  Jun 28, 2012 - 12:00PM #9
Gurka
Date Joined: Jun 23, 2012
Posts: 309

I like that idea...though I think the majority of players won't, because it creates more complications, and most players seem to want to simplify the rules for combat.




That was my worry as well. It's something great to put into an optional module though. I really like the two options combined, since it would keep high Con players from fearing a cloud of mean mosquitoes could kill them, but it'd also keep a strong healer or large consumables stockpile (wands and potions) from keeping a party alive forever in a fight.

If there is a wound system, there will have to be a "death spiral" of some sort. 




You're right about that, and I don't mind it that much but you have to be really careful not to make it too severe. I'm not a fan of a persistent -x penalty to rolls if you're wounded since #1 it's boring, and #2 it feeds directly into the death spiral.

I'm more a fan of non-persistent penalties, or persistent effects which don't directly limit a character's ability to perform their role in combat. The type of penalties I'm talking about are more like this (and in no particular order either)...

#1: Hindered. -5 ft to movement. Inconvenient and limiting, but not crippling.
..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />#2: Dazed. You move down in the turn order. This isn't like a stun, since you don't actually LOSE your action. It's more like holding the action to let others go ahead of you... you just don't get the choice.

#3 Staggered. You're incapable of gaining Advantage on rolls during the following turn. It doesn't reduce anything you can do normally, just limits other situational boosts.

Quick Reply
Cancel
13 months ago  ::  Jun 28, 2012 - 12:31PM #10
everdawn7
Date Joined: Aug 22, 2007
Posts: 56
If the damage threshold is set up to avoid taking damage entirely, like some form of damage reduction unless it is exceeded, it still nullifies the threat of lower level monsters ("minions" at higher levels)--something that WotC was trying to avoid.

By that type of threshold, if I'm 1st level with CON 17, I can ignore most Goblins and Kobolds, even if I'm vastly outnumbered by them (their average damage is around 3).  If I'm swarmed by 10 Kobolds, I could just wade through them to get to the real baddie in the room.

I'd much prefer it if 10 Kobolds swarming my 10th level character could rather easily pull me to the ground and shiv me to death.  Then I have to watch out and do something about them instead of scoffing and stomping through them.


As has been mentioned, any system has to be low on math and low on tracking.  Conditions are a problem because they require a lot of tracking.  A LOT.  While they may be realistic, I'm not much a fan of conditions for that reason.

It's also easier to add modifiers than subtract (which is why ability damage went the wayside in 4e).  If there were an action economy in D&D, where you spend movement or action points to conduct your actions (and these points contribute to your success rolls), it would be easy to just cut back on action or movement points as part of being wounded or fatigued.  But I'm not sure that would "feel D&D" enough for people.


What's wrong with the "death spiral," btw?  If you don't want 100% fighting ability at 1hp, and dead at 0, then whatever effect you have from being wounded necessarily creates a "death spiral" of some sort.  So what?  That's the point.  That's much more tactical and realistic.  You have to actually care about getting hurt.

In a combat, if I get a bad cut on the arm or the leg, you better believe I'm in a lot more danger, a lot more vulnerable to getting killed and less likely to hurt my opponent than when I started fresh.
Quick Reply
Cancel
Page 1 of 2  •  1 2 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing