Bonus | Minor-Penalty | Penalty | Major-Penalty | K/O | |
Strength (Weakness) | * | * | Weak | * | Helpless |
Dexterity (Immobile) | * | * | Entangled | Pinned | Paralyzed |
Constitution (Fatigue) | * | * | Fatigued | Exhausted | Unconscious |
Intelligence (comprehension) | * | * | Dazed | Fascinated | Confused |
Wisdom (Fear) | * | * | Shaken | Frightened | Panicked |
Charisma (Persuasion) | * | * | * | * | Dominated |
I don't think implementing a death spiral for HP is a good idea, personally.
At a guess it encourages boosting initiative and ambush tactics even more than the current system.I don't think implementing a death spiral for HP is a good idea, personally.
Please explain your reasoning?
Thank you,
I don't think implementing a death spiral for HP is a good idea, personally.
Please explain your reasoning?
Thank you,
There's also a genre conceit question, too. One of the staples of heroic fantasy is that being bloodied and ragged makes you look kinda awesome, but doesn't seem to be all that much of an impediment to doing things.In fact there's some precedent for it making you even more of a badass, as long as you aren't missing limbs, etc, given the adrenaline and endorphin surge you get. :P
Generally, I think giving mundane types ways to affect things other than hit points -- so that they can participate in wearing down other defenses (e.g., being prone hurts your AC, stat drain, intimidate, and so on) -- and perhaps streamlining the proliferation of modifiers that exist in D&D would be nice things.I like the idea of being able to combine damaging attacks with status effects (exhausted, entangled, etc) for "mundanes", as special attacks of some kind, rather than having loss of hit points itself inflict some kind of penalties.
There's also a genre conceit question, too. One of the staples of heroic fantasy is that being bloodied and ragged makes you look kinda awesome, but doesn't seem to be all that much of an impediment to doing things.
Generally, I think giving mundane types ways to affect things other than hit points -- so that they can participate in wearing down other defenses (e.g., being prone hurts your AC, stat drain, intimidate, and so on) -- and perhaps streamlining the proliferation of modifiers that exist in D&D would be nice things.
The original motivator, I think, was to put hit points and save or suck effects on a more level, or at least consistent, playing field.
I like the idea of being able to combine damaging attacks with status effects (exhausted, entangled, etc) for "mundanes", as special attacks of some kind, rather than having loss of hit points itself inflict some kind of penalties.Well... yeah... otherwise the game is quite... linear?
"Gritty" and "realistic" don't belong in the same game asBears that summon other bears while riding on bears. Did I mention the bears? There's a whole sleuth of them!"(http://pre00.deviantart.net/2b75/th/pre/i/2013/293/9/b/polar_bear_army_by_frankieperez24-d6r8an1.jpg)
But if I could use the bloodied and wounded modifiers to key off front liners abilities (think about rage getting stronger) and having it hinders squishies (having penalties to magical skills before dropping would give an incentive to keeping yourself to the back row, I hope).That's an interesting idea. Pathfinder's approach of making concentration checks actually relevant/difficult again helps somewhat with this, also. And then of course you could just drop the whole casting defensively mechanic (and Shielded Casting, etc) entirely, and go back to the way things worked in 1st and 2nd edition D&D.
Bonus | Minor-Penalty | Penalty | Major-Penalty | K/O | |
Strength (Brawn) | * | * | * | Halve movement speed. | Helpless. Cannot stand. Cannot Carry items. |
Dexterity (Agility) | * | * | Halve movements speed. | Stays in place. Cannot AoO. | Paralyzed. Cannot act. Standing motionless. |
Constitution (Fatigue) | * | * | Can't run or charge. | Halve movement speed. | Unconscious / Fainted. Cannot act. |
Intelligence (Clarity) | * | * | Must use 1 actions less out of the possible actions during a player's turn (player's choice). Can't Full round action. | Cannot concentrate. Can act only as a response to other's action. | Standing confused. Cannot act. |
Wisdom (Fright) | * | * | Additional -2 penalties for all actions against source of fear. | Cannot act against source of fear. | Panicked. Use all actions to increase distance from source of fear. |
Charisma (Compulsion) | * | * | Additional +2 bonus for specific action chosen by charm source. | Additional -2 penalties for all actions that contradict the suggestion of the charm source. | Dominated. Actions decided by controller. |
That's an interesting idea. Pathfinder's approach of making concentration checks actually relevant/difficult again helps somewhat with this, also. And then of course you could just drop the whole casting defensively mechanic (and Shielded Casting, etc) entirely, and go back to the way things worked in 1st and 2nd edition D&D.