The way I am thinking of adjudicating mass magic killing is just figuring out how many troops in the unit would normally be effected, given they are standing ranked up all next to each other (each in a 5ft square next to each other) by the area of the spell and the the caster can just roll damage against them as normal, doing casualties if they successfully kill single soldiers and keeping track of damage done against others, assuming that if they hit the unit with another spell they will target those same soldiers first, but this accumulative damage only applying to that spell caster. Currently I can't think of a better way to model this that isn't ridiculously overpowered or under powered for casters.
Saturday, October 29, 2011
Mass Combat
The way I am thinking of adjudicating mass magic killing is just figuring out how many troops in the unit would normally be effected, given they are standing ranked up all next to each other (each in a 5ft square next to each other) by the area of the spell and the the caster can just roll damage against them as normal, doing casualties if they successfully kill single soldiers and keeping track of damage done against others, assuming that if they hit the unit with another spell they will target those same soldiers first, but this accumulative damage only applying to that spell caster. Currently I can't think of a better way to model this that isn't ridiculously overpowered or under powered for casters.
Thursday, October 27, 2011
Maiming and Laming PCs
As I am trying to run a grim dark campaign world I like the idea of my PCs being properly beaten and hacked apart in combat.
I use this system in conjunction with a modified HP system for 3.5. Essentially the HP of all mortal creatures (at GMs discretion) and characters is changed to their Con score with additional fixed numbers per hit die they would normally receive. Sorcerers and Wizards receive not d4 + con bonus HP per level, but rather 1 hit point. Rogues with d6 hit die per level receive +1 HP on odd levels, and +2 HP on even levels. Classes with D8 hit die per level receive +2 HP per level, D10 equates to +2/+3 and D12 to +3. Thus characters have a lot less health, but peasants and NPCs have more, so a peasant can indeed survive several dagger stabs, just not as many as a trained warrior. In my system Armour also provides damage reduction as well as an AC bonus.
ANYWAY.
The injury system. This takes inspiration from DH and M&M.
When a mortal creature (PC, NPC or animal) takes damage they must make a Fortitude save to avoid Injury. The DC is 5+ the damage they receive (after Armour DR in this case).
If they pass it is assumed that they grit their teeth and keep on fighting, or manage to place themselves so that whilst they take damage, they have avoided the most serious part of the damage. A fail indicates the degree to which they are injured via the following table.
Degree of Failure | What Happens | Effects |
1-5 STAGGERED | Blood in eyes, dazed, still reeling from attack | The creature may only make a half action in their next turn and any checks they make in that turn are a -4, including attempts to attack. They are also counted as flat footed. |
6-10 INJURY | Cracked Ribs, Major Laceration, Concussion, Mangled fingers | They are staggered, in addition the creature beings to bleed and has a 10% chance per round until treated of losing 1 hp. They in addition suffer a -2 penalty on an appropriate score or ability checks (refer to where they are hit). This penalty lasts for 3d6 days. A DC 15 heal check stops the bleeding and a DC 20 Heal check reduces the penalty to -1. |
11-15 SERIOUS INJURY | Broken bones, cracked skulls, severing of tendons, loss of hand or foot | They are staggered, in addition they bleedat 1 hp per round. They suffer a -4 penalty on the appropriate score or ability check. This penalty lasts for 6d6 days. A DC 15 heal check stops the bleeding and a DC 20 Heal check reduces the penalty to -2. |
15+ CRITICAL INJURY | Loss of limb, instant unconsciousness, evisceration | The creature immediately falls prone. They bleed at 1 hp per round. A fortitude save of DC20 and full action is required to stand back up and keep fighting. They suffer -6 to the relevant ability score checks which lasts for 6d6 days. A DC 15 heal check stops the bleeding and a DC 20 Heal check reduces the penalty to -4 for those 6d6 days, however even after this time is over the penalty will not go away entirely, it remains permanent at -2. This result is also likely to result in permanent loss of limb. |
I then use the WFRP D100 hit allocation system to figure out where the character is hit and therefore apply a relevant negative, both shown below.
1-15 HEAD - penalty on all checks
16-30 RIGHT ARM – penalty on strength or attack rolls
31-45 LEFT ARM – penalty on strength or attack rolls
46-70 BODY – penalty on con score
71-85 RIGHT LEG – penalty on dex or move speed
96-100 LEFT LEG – penalty on dex or move speed
While the system above is fine, to generate more specific injuries I use an expanded breakdown. This is so that I don't fall back to GM fiat as to whether a player loses a limb or hand, but rather both my players and I know the possible outcomes of a given circumstance.
I use the D100 allocation roll to determine where the attack hits, and then provide DCs of reflex saves to avoid losing that bit of a body based on how bad the injury is. I use reflex saves as I figure that they are the most appropriate save, modelling a character avoiding the worst result, but still being heinously injured just not completely limbless. Note that in this breakdown when i use a certain injury type, I also mean that greater injury results also entail that possibility (eg: a Serious Injury incurs the same result as a Injury if there are specific effects).
HEAD (1-15) Injuries result in penalties to all checks. A serious injury result on any head check results in unconsciousness if a DC15 reflex save is failed. A critical injury result hit requires a DC20 reflex save to avoid decapitation and instant death, and even if passed the character is considered to be immediately unconscious. In addition see below.
1-2 EYES - A Serious Injury failed reflex save of DC20 results in the loss of an eye (-4 to spot permanently with losing the second resulting in blindness).
3-4 EARS –An Injury and failing a reflex save of DC 15 and they lose an ear (-1 to listen permanently).
5-6 NOSE –A Serious Injury and failing a reflex save of DC 20 results in loss of nose (-4 Charisma permanently).
7-15 REST OF HEAD – No risk of additional maiming.
RIGHT ARM (16-30) Injuries result in a penalty to attack rolls and any relevant skill checks requiring the arms use, eg: Climb, Pick Lock. In addition see below.
16-20 HAND – If an Injury failure of a DC 15 reflex save results in loss of a finger, if a Serious Injury a DC20 reflex save is required to avoid losing that hand.
20-25 FOREARM – If a Critical Injury is received here a DC 20 reflex save is required to avoid losing the forearm.
26-30 UPPER ARM/SHOULDER – In addition to the attack bonus penalty injuries on this part of the body cause a strength penalty of the same magnitude. If a Critical Injury is received here a DC 20 reflex save is required to avoid losing the entire arm.
LEFT ARM (31-45) Injuries result in a penalty to attack rolls and any relevant skill checks requiring the arms use, eg: Climb, Pick Lock. In addition see below.
31-35 HAND – If an Injury failure of a DC 15 reflex save results in loss of a finger, if a Serious Injury a DC20 reflex save is required to avoid losing that hand.
36-40 FOREARM – If a Critical Injury is received here a DC 20 reflex save is required to avoid losing the forearm.
41-35 UPPER ARM/SHOULDER – In addition to the attack bonus penalty injuries on this part of the body cause a strength penalty of the same magnitude. If a Critical Injury is received here a DC 20 reflex save is required to avoid losing the entire arm.
BODY (45-70) – Penalties are to Constitution. In addition see below.
45-57 ABDOMEN – No additional maiming, just make sure to describe suitably gruesome evisceration, and maybe make the character hold in their entrails if they are Critically Injured and fall prone.
58-70 CHEST – In addition the Constitution penalty they take an Attack Bonus penalty as well.
RIGHT LEG (71-85) Penalties are to Dexterity and to Movement speed.
71-78 THIGH – If a Critical Injury is received here a DC 20 reflex save is required to avoid losing the entire leg.
79-83 LOWER LEG – If a Critical Injury is received here a DC 20 reflex save is required to avoid losing everything below the knee.
84-85 FOOT – If a Serious Injury a DC20 reflex save is required to avoid losing the foot.
LEFT LEG (86-100) Penalties are to Dexterity and to Movement speed.
86-93 THIGH – If a Critical Injury is received here a DC 20 reflex save is required to avoid losing the entire leg.
94-99 LOWER LEG – If a Critical Injury is received here a DC 20 reflex save is required to avoid losing everything below the knee.
99-100 FOOT – If a Serious Injury a DC20 reflex save is required to avoid losing the foot.
Unfortunately none of my PCs have lost a body part yet. Though our Dwarf Cleric did get eviscerated quite nicely by a fellow PC, who whilst frenzied got a critical hit on him with a greatsword. The party is now trying to journey to the Elves to beg them for regeneration so the Cleric can get the 2 Constitution, he lost from the evisceration, back. It was pretty funny when it happened, almost as funny as when said greatsword wielding frenzied warrior almost killed another PC because said PC was a werewolf, and no one, not even the werewolf PC knew about it yet. The greatsword fighter and the werewolf characters are also brothers in game.
I suppose an introduction is in order...
The plan is to make a few more of these should I keep up with posting, and have interesting things to say. I use and create a bunch of tables, house rules and concepts and other people might be interested in, and so by Zak S's logic I should put that out there for other people to use, not just hoard it for myself in my secret notebooks and word documents of secretiveness.
Regardless that I have only just started to GM D&D and I have only more recently been playing (Dark Heresy, WFRP 2ed, Homebrew WFRP and Mutants and Masterminds) I have managed to come up with some stuff that I think others might find useful, and if not useful hopefully interesting.
I run a ground up setting with influences from Baldur's Gate II era Faerun, Ian Irvine's novels (particularly The Well of Echoes series), George RR Martin's A Song of Fire and Ice and Warhammer Fantasy / 40k. I aim for a grim-dark and somewhat realistic world, realistic only because I feel realism makes for easy conceptualisation of things and because I like the idea of a consistent game-world (though this is a hard mark to hit). This said I appreciate gonzo-everything goes D&D, just the world I run at the moment is not this.
It is a world (I hope) where unlicensed Mages are killed for heresy, Daemons eat Mage's souls, religion is a militant institution and my players can remake in their image.