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Saturday, September 26, 2015

Optional Wound Point System





I have been playing with a  "wound point system" that I think may be simple to apply.  In most versions of the game Ive played, when you drop to zero you are unconscious and if you fall below zero you are either dead or at negative levels and dying ( depending what way you play this).  I didn’t like that there were no other options other than either you are in combat ( have hit points) or out of combat (zero or below).  I wanted there to be some options for suffering through sever wounds but still able to attack or defend, or  crawl around on the ground unable to fight but  maybe able to grab a potion from a pack and drink it, etc.  So here is what I came up with:

A character may go to negative their Con score  before they die. A character may go to negative half their Con score before they fall unconscious. For every negative point below zero the character attains, that character suffers a penalty to all rolls equal to that negative modifier and a penalty of -10 ft move per negative modifier. Furthermore, a character must make a Con save each round or suffer an additional negative modifier each round ( optionally a Death save).

A character with a 12 Con for instance can fall to negative 6 before falling unconscious and negative 12 before dying. If he gets hit and falls to negative 3 lets say,  all his rolls (attacks, saves, etc.) are at -3 and his move is reduced by 30 ft ( or if out of move ability he can crawl for 5 ft only).

Healing:  The wounded  character ( or another character) must spend one round per negative point bandaging/caring for the character who fell below zero per each negative point the fallen character has attained until that character reaches zero to stabilize them. If they do not spend the entire time required and have to stop, the negative conditions apply and continue to drop again as listed above starting the next round.

 Furthermore, for a more “gritty realism”  I would play that although the character has been stabilized to zero, they  still suffered mortal wounds. Therefore, the character has to recover for  1 day per negative level they attained  naturally until they are healed up (that many days) - cure light wounds not being affective enough to quicken this healing rate.

One option for players who don’t want to tie the wound modifier into the Ability but rather into the Class can base it on the Characters HD instead- so a fighter can go to -8, Cleric to -6 Thief to -4 magic user to -4, Dwarf to -8, etc. before going unconscious and double that until death. …..

3 comments:

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  2. all rolls equal to that negative modifier and a penalty.

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