Wooster Gaming Club

and the rest of John's Assmonkey Puppets

Published by Anonymous on 2/29/2004 11:36:00 AM


I must say, I'm not too fond of the 1/2 hp rule as it apparently is intended to work. If the intent was to represent the effects of massive damage, there are better ways to do that which don't require recalculating the threshold every time anyone takes damage. Furthermore, at higher levels the rule might as well be take only a partial action on any round after being hit for more than half your remaining hit points, since there is no gradiation between an 80 hp character taking 39 hp and being safe and taking 40 hp and getting only a partial action unless he rolls a 20. The saving throw is utterly unneccessary in most situations as it will most often be either trivial or unmakeable.

Basing the save on damage taken over the threshold is a better idea, for example DC= 15 + damage over threshold. (only an example 10 or 20 might be better numbers, depending on how difficult the save is intended to be)

The threshold itself is a matter of concern. A fixed threshold is simpler to use. I suggest perhaps half maximum hp if you want a threshold tailored to each character and saves to be more uncommon at higher levels. For more common saves, a smaller ammount could be used.