Differences
This shows you the differences between two versions of the page.
Next revision | Previous revisionNext revisionBoth sides next revision | ||
rules:fainting-buffer [2019-04-02 11:11] – created sandra | rules:fainting-buffer [2019-04-04 08:55] – sandra | ||
---|---|---|---|
Line 1: | Line 1: | ||
- | ====== | + | ====== |
===== How things work now ===== | ===== How things work now ===== | ||
Line 23: | Line 23: | ||
The DMG also gives the option that you might get lingering injuries on crits and when you roll 5 or lower on death saves. But that'd give way too many lingering injuries, wouldn' | The DMG also gives the option that you might get lingering injuries on crits and when you roll 5 or lower on death saves. But that'd give way too many lingering injuries, wouldn' | ||
- | ===== A " | + | ===== The new rule: Wound Threshold |
- | This isn't a committed & recorded | + | The new rule separates the injuring hit from the hit that makes you faint. You take the injury when you hit your wound threshold. |
- | What if there were some amount of hp that counts as being hit & hurt but doesn' | + | If you do take a hit without fainting, you get 1 insp. You get it in time to use on the lingering injuries roll, but you don' |
- | Like, say that a hit is registered at 3 hp instead | + | Here is an example with a wound threshold |
- | {{https:// | + | {{https:// |
- | ==== Drawbacks ==== | + | You take the lingering injury when you go from strictly over your wound threshold, to at or below your wound threshold. |
- | === Complexity === | + | **The default wound threshold is 1.** Going down to 1 HP exactly should be memorable enough that most people, even new/guest players or those who don't like to engage with a bunch of rules, might take note of it. |
- | Obv it' | + | You can record any wound threshold, as long as it' |
- | === More chopped legs === | + | ===== Benefits of a high wound threshold ===== |
- | There might be *slightly* more lingering injuries | + | |
+ | * Higher chance of enemy needing to spend 2 pieces of ammo to take you down | ||
+ | * With a low wound threshold (such as zero), if you go down, get up again, go down, get up again --- that's a lot of lingering injuries. With a high wound threshold you're not at risk of getting a new lingering injury | ||
- | One tweak would' | ||
- | I don't think the //slight// risk of more chopped legs than before is such a big deal or would happen all that often compared to how cool it is to be able to survive tough situations. You got your leg chopped off, everyone else around you is dead, but you managed to stay awake through the pain, and kill your foe, and drag yourself to safety. | ||
- | |||
- | === Gore === | ||
- | |||
- | Obv a big benefit of the "you faint right away" current status quo is that gory combat details have been inherently veiled / offscreen to some extent. I.e. there hasn't been any Matthew Mercer or Lamentations of the Flame Princess style gore fests. | ||
- | |||
- | ==== Is three the right number? ==== | ||
- | |||
- | Three for the fainting number is just an example to make the proposal clear and understandable. | ||
- | |||
- | There are some different approaches to take. | ||
- | |||
- | === A static number === | ||
- | |||
- | I chose three because it makes sense across all levels. If the number was 10 then some level 1 characters would get their legs chopped off almost right away. If the number was 1 then it'd almost never happen. | ||
- | |||
- | A static number is great because it's easier to explain and teach to new players. | ||
- | |||
- | === A level-scaled number === | ||
- | |||
- | Maybe the number should be "your level" instead of " | ||
- | |||
- | Makes it more likely when you fight big tyrannosauruses and dragons etc that they might get hit a couple of times before going down. A 13 HD tyrannosaurus would have a fainting buffer of 13 making her more likely to stay awake through hits. Could be cool moments for you guys fighting her. | ||
- | |||
- | Tying it to HD would also give us the option to have it be tied to either max HD or current HD, the latter making it so that you're more likely to faint when you aren't well rested. | ||
- | |||
- | === A constitution-derived number === | ||
- | |||
- | Makes sense flavorfully that high con means change to stay awake. |