While
cultivating traditional aesthetics through adaptation of more modern systems,
the disconnect caused by 5th Edition’s Unconsciousness mechanic made for a
very, very sore sticking point. I found it to be disempowering, illogical and
exploitable in unrealistic ways. A real tour de force, all told.
The
throwaway lines given to adress the subject of lingering injuries in the DMG
are equally frustrating. The chart is all over the place and lacks rhyme or
reason despite having a few good entries.
Trollsmyth’s
blog provided the idea for the bell-curve format that I’ve come to rely upon
for results where a lower result dispersal is to be desired, the present
example being pretty much archetypal.
Bigger, I get |
I’ve not yet arrived at a definite vision of what I intend to do with this,
mechanically-speaking. But the guiding lines at least are clear:
- Character resilience
Like Trollsmyth posits, the use of a table such as this actually improves
character durability, something that can make it welcome, particularly at low
levels, despite the trade-off in potential for lethality.
I’ve gone back and forth on whether or not to have a Saving Throw mediating
the consequence of rolling on the table, ultimately deciding for it, despite
this adding one more roll to the procedures; I did this in order to free up
space for more interesting results on the table (which is a combination of
Trollsmyth’s and the 5E DMG), rather than one or more slots being taken by “no
consequence”. I’m not fully sold on this idea and thus the table did end
up rather crowded, but I wanted to cram every interesting result in its
entries.
Also, the DC of the Saving Throws, Death and otherwise, is up for
brainstorming. Has to be something that accounts for multiple light weapon hits
as well a big crunchy heavy ones.
- Player empowerment
If you’re down to 0 Hp, it is not yet the end, but you’re now in the
business of juggling knives. The increased risk lays at the player’s feet the
decision to press on or flee, knowing that the consequences will hereon in turn
to dire.
- Variable length for conditions
This mechanic, a salvaged aspect of 5E’s 3-strikes Death Saving Throw rule,
gives the player of a downed character an important measure of hope instead of
up-front knowledge about the number of rounds the character’s going to spend in
the sidelines, thus minimizing meta-gaming choices and turning combat less
predictable. It also allows for a few final dashes of glory even for a
doomed character.
(The other option would be for the DM to secretly roll the duration of
conditions in combat, but I prefer the former, as it is lighter on the
bookkeeping and keeps the player doing something on his own turn, even if
residual).
- Occasional permanent harshness
Consequences.
This is the big one. If you play around with dismemberment, the time will
come when shit gets medieval. Retiring and replacing maimed characters should
be an option, but I’d endeavour to have this occur at a cost; Cost in
uniqueness, cost in relative power-level. Deciding on having rank-and-file join
the party or carry on with a diminished veteran is a player’s choice to make.
Taking my notes from the school of Warhammer, I advise letting the player
make that final roll that will save or condemn his character. The psychology
involved in this cannot be overstated: It is a world of difference having
someone hand you your character’s demise or having your own luck to curse.
Also, never underestimate the tension generated by
gambling. If the stakes are high, this can mean the roll is made with bated
breath, always a good feeling to invoke at a gaming table.
Finally, this table can also be used as a mechanical implement to
abbreviate some traumatic events outside of combat, such as falls, by bypassing
the Hp mechanic entirely and instead rolling directly on it, one or multiple
times, as befits to the deadliness of the hazard.