
An optional rule for shorter, less deadly fights:
When you lose more than half your current hit points, check your CON to avoid going into shock or passing out.
*Edit* Another option
When your armour or shield protects you from damage that would have brought you to 0 hit points, make a CON check to avoid being knocked out.
The referee can allow you to check your CON again if the fight lasts or if someone helps you to your feet.
And what about a critical hit injury optionnal rule when you loose more than half your total hit points ?
ReplyDeleteMore lethal as the knocked out party member is a loss before they run out of hp
ReplyDeletePaolo Greco Not sure what you mean here?
ReplyDeleteJean-Marc CHOSEROT That would go against the idea of HP as insurance against death in combat. Plus it only works at low levels, since damage in MM doesn't scale.
That doesn't work great when your character starts with only 1 HP.
ReplyDelete+Bruno most "starting with 1hp" characters turn out to be immensely resourceful to get beyond that point, at least at my table.
ReplyDeleteEric Nieudan knocking people out faster means the group is smaller fastet allowing for fewer shenanigans; i.e. sped up death spiral. Case in point: A character with 11 hit points will take on average three 1d6 damage hits and be around for a guaranteed second round, but with your rule could be out after the first hit already (chance 1 in 6).
If you want "more deadly / decisive more quickly", your rule provides.
Sorry, I wasn't specific enough: I had in mind a table with story-coloring injuries : scars, missing finger, broken bones... It make sense because it's mainly your first fights (Indiana Jones and its scar...) , and then the most powerfull opponents that have a chance of inflicting them
ReplyDeleteWhat Harald said. It's a good rule regardless
ReplyDeleteDoes that go for the monsters as well?
ReplyDeleteBruno Bord 1HP characters shouldn't go into fights, as Harald said :)
ReplyDeleteYou could also apply this rule to damage before armour deduction. Making platemail characters a bit more fragile, and allowing 1HP dudes wearing armour to get dropped off the fight without reaching 0HP.
Harald Wagener I want more decisive in some situations, but probably not more deadly. Being incapacitated doesn't mean you're dead: you get captured, or your mates have to get you out, etc. I reckon it leads to more varied outcomes.
ReplyDeleteJean-Marc CHOSEROT it does make sense, but the rules cover injuries when you survive 0HP. (I don't have a table, but that's the easiest thing to do for your own game.)
ReplyDeleteTrevor Hirst YMMV, but monsters have morale rules, so I probably wouldn't bother.
ReplyDeleteEric Nieudan taking damages does not imply being on a fight, sadly.
ReplyDeleteEric Nieudan the issue is that this way the party has to take a lot less aggregate damage in order for the entire party to go down. If all the party goes down, dead or passed out, the entire party is probably dead or captured, anyway lost.
ReplyDeleteI don't think a captured party has to be lost. It turns the tables, and they have to bargain for their lives, escape, joint up with the enemy... Which would make up for more interesting situations methinks.
ReplyDeleteIt was more lost in military terms. Of course a captured and disarmed party is in a really fruitful position adventure-wise
ReplyDeletePaolo Greco I think I'll test it this week. We'll see how it works.
ReplyDeleteI think I'll test it too the first time I run a game.
ReplyDeleteI've edited the post with another option. Both can work together I think.
ReplyDelete