Thread: 0 hp
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March 27th, 2014, 18:31 #11
Extension... sounds like programming/Greek to me.
"I am a Canadian, free to speak without fear, free to worship in my own way, free to stand for what I think right, free to oppose what I believe wrong, or free to choose those who shall govern my country. This heritage of freedom I pledge to uphold for myself and all mankind."
- John Diefenbaker
RIP Canada, February 21, 2022
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March 27th, 2014, 18:57 #12
You know, that's pretty much the way C&C handles the situation (except the heartfelt scam of dying to collect the insurance money, then being resurrected, then...) albeit giving everyone the same chances (perilous for beginning character - for example if using the Critical Hits or Fumbles Tables out of the FG CKG) by setting the default at -10, which is the average (roughly) on the bell curve of the 3d6 CON score. I'm not sure if you use the "wounds for HD" optional rule as well, giving them the same negative on their respective HD total (e.g. a goblin could go until -1).
Regardless, 0 you're hurting real bad (and I note you have a constitution check there as well), -1 to -6 you're out cold and grievously wounded and -7 to -10 you're losing 1 HP per round until you're Knocking on Heaven's Door at -11. Mama take this badge off of me....
And Extensions are programming. Just in little chunks. Like mini Chips Ahoy! or Mini Mini-Wheats (Mini^2 Wheats?). Drab and yes, Greek for some, but a necessary evil nevertheless.
Regards,
SF
Aliens.... Go fig?
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March 30th, 2014, 08:09 #13
Thanks for all the input (and house rules !) guys. Most of what I was doing this for was for monsters anyway - I've no doubt every GM has his own rules around PC's going down in combat ! (And I'm certainly not going to attempt to encapsulate anything like that in the ruleset)
Whilst fixing this up, I also noticed the code to generate the "combat tracker" condition is totally separate to the code that generates the "chat window" condition when something is injured. That might explain why some wounds were coming in as "Heavy Damage" when in fact the creature was on 0hp.Former SW ruleset / Deadlands extension author. Now I just wanna play a few games. And maybe hack. A little.
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March 30th, 2014, 19:28 #14
The "extended" rules for characters and dying is discussed in Part II: The Siege Engine: Death and Dying. In the FG CKG, it lists explicitly what the designers meant and what you can do at each "negative" you're at in combat. Just a helping hand if you're tweaking the rules. If you do figure it out do post it here in an extension format. No doubt others will find the same problem vexing.
Cheers,
SFAliens.... Go fig?
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