Reveilled Posted November 23, 2005 Posted November 23, 2005 Wenn ist das Nunstruck git und Slotermeyer? Hawk! Eggplant! AWAKEN!
Calax Posted November 23, 2005 Posted November 23, 2005 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. <{POST_SNAPBACK}> That would be right since CON deals with the health and well being of a character. Bleeding to death should deal with that stat. <{POST_SNAPBACK}> But with loss of blood you also start to loose the ability to think well and it saps your strength. Victor of the 5 year fan fic competition! Kevin Butler will awesome your face off.
metadigital Posted November 23, 2005 Posted November 23, 2005 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. OBSCVRVM PER OBSCVRIVS ET IGNOTVM PER IGNOTIVS OPVS ARTIFICEM PROBAT
Walsingham Posted November 29, 2005 Posted November 29, 2005 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 tarna's dead; processing... complete. Disappointed by Universe. RIP Hades/Sand/etc. Here's hoping your next alt has a harp.
Kaftan Barlast Posted November 29, 2005 Author Posted November 29, 2005 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. DISCLAIMER: Do not take what I write seriously unless it is clearly and in no uncertain terms, declared by me to be meant in a serious and non-humoristic manner. If there is no clear indication, asume the post is written in jest. This notification is meant very seriously and its purpouse is to avoid misunderstandings and the consequences thereof. Furthermore; I can not be held accountable for anything I write on these forums since the idea of taking serious responsability for my unserious actions, is an oxymoron in itself. Important: as the following sentence contains many naughty words I warn you not to read it under any circumstances; botty, knickers, wee, erogenous zone, psychiatrist, clitoris, stockings, bosom, poetry reading, dentist, fellatio and the department of agriculture. "I suppose outright stupidity and complete lack of taste could also be considered points of view. "
Vashanti Posted November 29, 2005 Posted November 29, 2005 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.
lylver Posted December 12, 2005 Posted December 12, 2005 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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