Supplement Four
Mongoose
Twas sifting through a couple of d20 Theives World sourcebooks when a paragraph caught my eye:
GRITTY REALISM - Nothing gets handwaved away in this setting. Wounds fester if not treated, you starve if you spend all your money on armor, and when you cut a villian down, someone has to come and take the body away before it rots.
I'm a huge fan of TW. The universe has always reminded me of Conan's age, with a bit more fantasy thrown in.
So, I flipped to the Thieves World Player's Guide to find out just how this gritty realism is delivered in this d20 game. What I found there may be something that Conan GM's may want to consider implementing in their games.
MASSIVE DAMAGE - This rule is changed. Each character has his own Massive Damage threshold.
Massive Damage Threshold = CON Bonus + Size Modifier + Armor Bonus
There are Feats that can increase this number, as well (and a few other tweaks, like an enlarge spell changing the Size Modifier, or a natural armor bonus, etc).
Any single attack that results in damage higher than a character's Massive Damage bonus requires the character to make a Fortitude Save at DC 15. A successful save means that the character suffers no other ill effects other than the loss of hit points from the attack.
Failing the save means that the character is immediately reduced to -1 HP and is dying.
How about that for you Conan players who grip about how over-powered characters can get in the Conan game? At a certain level, any blow will require the save--death could come at any time, from any swing.
Even daggers can be extremely deadly using this rule!
WHAT THE BOOK SAYS: No matter how experienced or skilled a character may be, a knife in the kidneys or an axe to the skull can still bring him down. Even someone as powerful as Tempus has be laid low by a single, lucky shot.
SEVERE INJURIES - Any character reduced to -1 HP or below is at risk of a severe injury.
WHAT THE BOOK SAYS: Some injuries a character suffers are exceptionally dangerous, potentially leaving her lame, disfigured, addled, or crippled. These severe injuries can permanently reduce the character's capabilities and abilities, and are beyond the power of all but the most skilled physicians or healers to repair. Mor-am's hideous scars, Straton's weakened sword arm, Arizak's crippled leg are all examples of severe injuries taken from the Thieve's World anthologies.
In order for a Severe Injury to occur, a single strike must do damage greater than the character's Massive Damage Threshold, AND, THE STRIKE MUST ALSO BE A CRITICAL HIT.
So, one would check for a Severe Injury only after a critical hit has been struck. If both circumstances are true (Massive Damage struck by a Critical Hit), then the character makes a Fortitude check against DC 15. Failure means the character suffers a severe injury.
When a severe injury is called for, players roll on a table in the TW book to find which specific injury the character suffers. All sorts of injury results are possible, from losing an eye or fingers to memory loss to loss of muscle control and so on.
INFECTION - Just because a character survives combat does not mean he walks away unscarred and untouched. Even a skilled fighter might suffer a few cuts and injuries in battle. While these minor injuries aren't enough to impede a mighty warrior, they still carry the risk of infection. The more wounds and injuries a character suffers in battle the greater the risk that those wounds will become infected if not cleaned and treated by a healer.
If a character takes more damage than his Massive Damage Threshold during a single combat, the character is at risk for infection. Make a Fortitude Save at DC 15. There are some modifiers that apply. If the save fails, the wounds become infected.
Interesting rules for use in a Conan game? Maybe. You decide.
GRITTY REALISM - Nothing gets handwaved away in this setting. Wounds fester if not treated, you starve if you spend all your money on armor, and when you cut a villian down, someone has to come and take the body away before it rots.
I'm a huge fan of TW. The universe has always reminded me of Conan's age, with a bit more fantasy thrown in.
So, I flipped to the Thieves World Player's Guide to find out just how this gritty realism is delivered in this d20 game. What I found there may be something that Conan GM's may want to consider implementing in their games.
MASSIVE DAMAGE - This rule is changed. Each character has his own Massive Damage threshold.
Massive Damage Threshold = CON Bonus + Size Modifier + Armor Bonus
There are Feats that can increase this number, as well (and a few other tweaks, like an enlarge spell changing the Size Modifier, or a natural armor bonus, etc).
Any single attack that results in damage higher than a character's Massive Damage bonus requires the character to make a Fortitude Save at DC 15. A successful save means that the character suffers no other ill effects other than the loss of hit points from the attack.
Failing the save means that the character is immediately reduced to -1 HP and is dying.
How about that for you Conan players who grip about how over-powered characters can get in the Conan game? At a certain level, any blow will require the save--death could come at any time, from any swing.
Even daggers can be extremely deadly using this rule!
WHAT THE BOOK SAYS: No matter how experienced or skilled a character may be, a knife in the kidneys or an axe to the skull can still bring him down. Even someone as powerful as Tempus has be laid low by a single, lucky shot.
SEVERE INJURIES - Any character reduced to -1 HP or below is at risk of a severe injury.
WHAT THE BOOK SAYS: Some injuries a character suffers are exceptionally dangerous, potentially leaving her lame, disfigured, addled, or crippled. These severe injuries can permanently reduce the character's capabilities and abilities, and are beyond the power of all but the most skilled physicians or healers to repair. Mor-am's hideous scars, Straton's weakened sword arm, Arizak's crippled leg are all examples of severe injuries taken from the Thieve's World anthologies.
In order for a Severe Injury to occur, a single strike must do damage greater than the character's Massive Damage Threshold, AND, THE STRIKE MUST ALSO BE A CRITICAL HIT.
So, one would check for a Severe Injury only after a critical hit has been struck. If both circumstances are true (Massive Damage struck by a Critical Hit), then the character makes a Fortitude check against DC 15. Failure means the character suffers a severe injury.
When a severe injury is called for, players roll on a table in the TW book to find which specific injury the character suffers. All sorts of injury results are possible, from losing an eye or fingers to memory loss to loss of muscle control and so on.
INFECTION - Just because a character survives combat does not mean he walks away unscarred and untouched. Even a skilled fighter might suffer a few cuts and injuries in battle. While these minor injuries aren't enough to impede a mighty warrior, they still carry the risk of infection. The more wounds and injuries a character suffers in battle the greater the risk that those wounds will become infected if not cleaned and treated by a healer.
If a character takes more damage than his Massive Damage Threshold during a single combat, the character is at risk for infection. Make a Fortitude Save at DC 15. There are some modifiers that apply. If the save fails, the wounds become infected.
Interesting rules for use in a Conan game? Maybe. You decide.