tag:blogger.com,1999:blog-1614088065682049316.post5676447280044236676..comments2024-02-26T05:36:10.204-06:00Comments on Cheap fantasy minis!: Heartbreaker: Attack!1Machttp://www.blogger.com/profile/00347246355201436067noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-1614088065682049316.post-51279679828926071042016-03-06T16:58:51.579-06:002016-03-06T16:58:51.579-06:00Thanks for the reply! I like hit and wound systems...Thanks for the reply! I like hit and wound systems too, and I was hoping to make them less fiddly. I'm trying to explain things carefully at the possible risk of over-explaining, but I think it's pretty simple once it clicks. I'd be interested in your thoughts.<br /><br />Player death: as stated above, "dying" is a sort of condition that happens when you critically fail a saving throw against damage. If on your turn you are dying, you make a Fortitude save Dc 10, or possibly lower pending playtesting! It's like a damage saving throw except without an improved threat range from armor. If I remember correctly, this save vs. death can have these results:<br /><br />Critical success: you stabilize and don't have to make any other death saving throws.<br />Success: Nothing happens., but you need to make another save the next round.<br />Failure: You take another hit.<br />Critical failure: you die.<br /><br />You could maybe mellow this by saying you have to critically fail twice to die, but that's the basic idea. I think it makes dying a lot more dramatic, as you can never quite be sure when the curtain will fall.<br /><br />Parrying, etc.: I haven't paid a ton of thought to this, but I like the idea of using what 5e calls "reactions" (think opportunity attacks) to make an attack in lieu of a defense check when attacked. Maybe a critical success means you can riposte! I also like this idea of shields that basically are bad at attacking but great for parrying and other maneuvers.1Machttps://www.blogger.com/profile/00347246355201436067noreply@blogger.comtag:blogger.com,1999:blog-1614088065682049316.post-36433685280721914832016-03-06T16:15:37.813-06:002016-03-06T16:15:37.813-06:00I'm a big fan of Hit + Wound systems like this...I'm a big fan of Hit + Wound systems like this, its much more narrative than simply whittling down HP. I'd be interested in your take on player deaths, as I think everyone can agree those are the most memorable moments in a tabletop session.<br />I'm very interested in how you approach defending as well. I've yet to find a system for parrying, shield blocking, and/or dual wielding that just felt exactly 'right'.theinfamousmrmeowhttps://www.blogger.com/profile/04484942909102578692noreply@blogger.com