Summer.
Smothering heatwaves capped by
icy sheets of writer’s block, along with the hardware’s lacking heat dissipation all conspire to keep me from mounting the saddle of escapism anew. Here’s some dry
hay that I've been slowly chewing through as momentum is regained for
meatier posts.
Back when I proposed integrating
the Dismemberment Table into the effects for Critical Hits I pretty much bound
myself to return and make a usable, table-friendly adaptation of it. Although
it was completely deliberate that certain results be lackluster effect-wise, that
not every critical hit would instantly default to a dismemberment attempt, the
table, in its 3d6 incarnation, stubborn and unwieldily remained very much a
Player Character’s tool. High time that this be changed.
Piggies gone to the market
It is emphatically not desirable
that a game’s running be bogged down with the minutia of tallying NPC temporary Hps or levels of exhaustion (ideally a solely player-facing mechanic) or of deciding which
eye or of how many teeth the enemy’s been relieved of, as these details are
simpy not important enough to spend processing power over. Instead, an
appropriately abbreviated version of the table ought to be used when dealing
with beasties. If an NPC happens to get marked for the greatness of dying in more
convoluted ways than normal then, sure enough, the 3d6 version can be dusted
off.
As usual with these iterative
kind of mechanic proposals, the thought exercise alone proves useful if nothing
else, as the necessity to compress effects into both less space and lower mechanic
overhead turns up things that can be of value for running a lighter, tidier
game. It also gets me to wonder anew about the divide in complexity between
player-facing and DM-facing mechanics and the border markers ideally alotted to each.
Design pointers for a smoother dismemberment experience:
- No tracking of anything past Hp
and rolled conditions (i.e. no accumulating exhaustion or gaining of tHps).
- Get rid of complex lingering
conditions (i.e. anything requiring tracking beyond one simple pass/fail check).
- Reduce the entries' content to
the strictly game-relevant, exceptions to be determined should the need ever
arise. Rather that load down the descriptors, what is to be thrust into evidence are the combat-relevant effects, it being assumed that despite certain results not being
immediately lethal and with the enemy being kept in the fight, once a confrontation winds down and the accompanying veneer of chemical
counterweights is washed away most creatures simply won’t resist much longer without
medical ministration or clerical miracle-working.
As the dust cleared, it became
all too apparent how tautly stretched and distented the table had been for the
sake of lowering its lethality for player characters. Reworking this for the
unwashed NPC proletariat meant I could afford to be a lot more cavalier with lethal or debilitating effects and the odds thereof.
The Crunchy Bits
- As before, a Critical Hit is needed to trigger a roll on the table below and the Wounded condition means the creature
has Disadvantage (or is required to
pass a save) on pretty much everything the least bit physical.
- The remaining considerations that can be
gleaned from this post are still very much en
vogue.
The Table
Adrenaline Rushed version |
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