Do you go to the dungeon?

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
Next revisionBoth sides next revision
rules:fainting-buffer [2019-04-02 11:11] – created sandrarules:fainting-buffer [2019-04-02 15:47] – [Drawbacks] sandra
Line 32: Line 32:
  
 {{https://idiomdrottning.org/proposed-linger.png}} {{https://idiomdrottning.org/proposed-linger.png}}
 +
 +==== Arrows ====
 +
 +=== Scratching ===
 +
 +Arrows are scratched when HP crosses 3,\\
 +when HP crosses 0,\\
 +when there is a death save failure inflicted.
 +
 +But no more than 1 arrow per attack. I.e. if it goes from 9 to 0 (crossing both 3 and 0 in one shot) it's still only 1 arrow.
 +
 +=== "Porcupine mode" ===
 +No more porcupine mode. Shooting extra arrows (that are easily recovered) are for battlefield control, or hits armor/fur, not direct hits to body.
 +
 +=== Aren't spell slots saved the same way as arrows? ===
 +
 +No, spell slots for non-killing spells still count as normal. IDK why I had such a hang up on arrows specifically for a while.
  
 ==== Drawbacks ==== ==== Drawbacks ====
Line 41: Line 58:
 === More chopped legs === === More chopped legs ===
  
-There might be *slightlymore lingering injuries with this scheme. If someone has 30 hp and they go down to 3, they get lingeringly injured, and then they go back up without ever having gone to 0, then that character has one more lingering injury than they would with the current rules.+There might be //slightly// more lingering injuries with this scheme. If someone has 30 hp and they go down to 3, they get lingeringly injured, and then they go back up without ever having gone to 0, then that character has one more lingering injury than they would with the current rules.
  
 One tweak would've been to give player characters (but not non-player characters) three extra HP. Then this rule change would be all upside for players; the fainting buffer is something that is added to their HP instead of taken from their HP. (In other words a 10 hp fighter would faint&get their leg chopped off if they take 10 damage in the old system, but with this "solution" they would be a 13 HP fighter and only get their legs chopped off, not faint, if they took 10 damage. IOW, same amount of damage taken, less effect.) **However** I think this is a pretty crappy solution because it has a significant drawback: it makes it easier on you guys and you are heroes, you can take on the world, you don't need a simplified baby-game w/ kittens&grandmas. One tweak would've been to give player characters (but not non-player characters) three extra HP. Then this rule change would be all upside for players; the fainting buffer is something that is added to their HP instead of taken from their HP. (In other words a 10 hp fighter would faint&get their leg chopped off if they take 10 damage in the old system, but with this "solution" they would be a 13 HP fighter and only get their legs chopped off, not faint, if they took 10 damage. IOW, same amount of damage taken, less effect.) **However** I think this is a pretty crappy solution because it has a significant drawback: it makes it easier on you guys and you are heroes, you can take on the world, you don't need a simplified baby-game w/ kittens&grandmas.