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D&D -how does wounding really work?

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Wenn ist das Nunstruck git und Slotermeyer?

Hawk! Eggplant! AWAKEN!

Using STR and INT won't work because you don't die when they reach 0 and reach 0 CON in this manner is to  reflect bleeding to death.

That would be right since CON deals with the health and well being of a character. Bleeding to death should deal with that stat.

But with loss of blood you also start to loose the ability to think well and it saps your strength.

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Kevin Butler will awesome your face off.

That's probably more a wisdom thing, rather than intelligence: I'm sure I could still read Elvish, for example, but deciding which way was up when under the influence of The Bends (a similar experience) is definitely difficult.

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OPVS ARTIFICEM PROBAT

I not hoppping down or anything, but I totally disagree. What is teh point of losing HP AND CON? Surely lowering your CON drops HP?

 

In any case, lowering Str seems sensible. Less blood = less oxygen = lesss muscle power. It also makes players a bit more leery of wearing tank armour and weapons that they won't be able to heft once they take a kicking.

 

 

Lowering INt also seems sensible, since the brain is even more susceptible to blood loss. INT 0 = unconscious. Then the evil wizards come and do their strange little dances on your hide.

"It wasn't lies. It was just... bull****"."

             -Elwood Blues

 

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D&D is a very bastract and unrealistic system so trying to apply sense to it is like trying to loosen a bolt with a cheese grater.

 

 

We're talking about a game where you can put on a ring that somehow make you a lot harder to hit without any explanation as to how its actually supposed to work.

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"I suppose outright stupidity and complete lack of taste could also be considered points of view. "

The often quoted reason:

 

"It's magic!"

 

You hit upon a key element I used to struggle with when designing a campaign or storyline. There seem to me to be 2 routes:

 

1) Supernatural/Magical

2) Science/Explainable

 

In the Supernatural aspect, things can just happen without any reason; players can expect the unexpected; things don't have to make complete sense.

 

In the more realistic world, things should fit the basic scientific laws of reality; weird things should happen for a reason; people should be able to understand what's going on, at some level.

 

I don't usually like to mix my Supernatural tales with my Science Fiction stuff. Although I've gamed that mixture in the past, my mind somehow rejects the basic notion.

 

I like the idea of the Supernatural to be beyond definition; at most, I like to set those games in modern times or earlier, or in "fantasy" worlds. I don't really like the idea of a Terminator fighting a Demon, for instance.

evil_twin.jpg
  • 2 weeks later...

AD&D is not a realistic game, so ...

But I (and some other) won't play a game that is not well balanced.

This implementation of wounding seems not.

Should be has before, that was enough : 1hp during 10 rounds if you don't use healing skills or magic to stop bleeding.

This is already like to be a +10 weapon (if not moderated by fortitude saving throws), that is big ... very big

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