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rules:wound-threshold [2020-02-01 10:36] – sandra | rules:wound-threshold [Unknown date] (current) – external edit (Unknown date) 127.0.0.1 | ||
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- | Injury Threshold for player characters is going back to being an optional thing and I expect most players to //not// use it. It made the fights a little bit too complicated. | + | ===== How things work now ===== |
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- | The default injury threshold is now **zero** so if you don't read this page, it works exactly as normal: you go down when you hit zero. | + | |
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- | Recording a higher injury threshold is // | + | |
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- | ===== Standard Rules 0 ===== | + | |
HP is all fencing around and fun and games until somebody loses all of it, and a real " | HP is all fencing around and fun and games until somebody loses all of it, and a real " | ||
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==== Exceptions ==== | ==== Exceptions ==== | ||
- | Zombies have their own rules for this in the Monster Manual | + | Zombies have their own rules for this in the Monster Manual and there are also some traps and attacks that kill outright at 0 hp. |
- | And of course when a pretty or other non-player-character | + | And of course when a pretty or other non-player-character |
- | ===== With a Injury Threshold | + | ==== Rejected ideas ==== |
- | The new rule separates the injuring hit from the hit that makes you faint. You take the injury when you hit your injury | + | 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 new rule: Wound Threshold | ||
+ | |||
+ | The new rule separates the injuring hit from the hit that makes you faint. You take the injury when you hit your wound threshold. | ||
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't have to use it for that, you could also use it for other things such as striking back at your foe (adrenaline rush!) or creating drama. | 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't have to use it for that, you could also use it for other things such as striking back at your foe (adrenaline rush!) or creating drama. | ||
- | Here is an example with a injury | + | Here is an example with a wound threshold of 3. |
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- | You take the lingering injury when you go from strictly over your injury | + | You take the lingering injury when you go from strictly over your wound threshold, to at or below your wound threshold. |
- | The default | + | **The default |
- | But you can choose | + | You can record |
- | The best way to keep track of it is to divide your HP into two boxes. Let's say you have 24 total HP. You could select 12 in one box and 12 in the other box. | + | ===== Benefits |
- | A recommended amount | + | * Higher chance of you getting insp and if you use it on the lingering injuries roll you'll have a lower chance of arms & legs getting chopped off |
+ | * Higher chance of enemy needing to spend 2 pieces of ammo to take you down | ||
+ | * With a low wound threshold | ||
- | ===== Benefits of a high injury threshold ===== | ||
- | * Higher chance of you getting insp and if you use it on the lingering injuries roll you'll have a lower chance of arms & legs getting chopped off | ||
- | * Higher chance of enemy needing to spend 2 pieces of ammo to take you down | ||
- | * With a low injury 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 injury threshold you're not at risk of getting a new lingering injury until you've been healed to above your original injury threshold. | ||
- | * **Most important: |