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Old 02-14-2018, 02:16 PM   #32
Edges
 
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Default Re: Negative Hit Point effects

Quote:
Originally Posted by Skarg View Post
I tend to play with one or more house rules that involve things like:
* not using the 4e limit of Shock to -4
* having Shock drop by half per turn, rather than 100%
* penalties to all rolls from major wounds
* modifiers to knockdown, stun, and consciousness rolls based on damage amount
* reworking how Berserk and High Pain Threshold work, so they just reduce injury effects but don't remove them

Even without house rules like that, however, in practice, people who are injured below 0 HT tend to be stunned, on the ground with no ready weapon, knocked back behind the fight, and/or roleplayed to do something other than keep attacking (especially since I also usually use the optional bleeding rules and track each wound separately, so people below 0 HT tend to be in danger of dying, and not wanting that outcome).

However when a fighter has high HT and/or advantages that let them reduce/ignore effects of injury, it can make them annoyingly hard to stop with torso attacks. I do like to nerf that with house rules, but you can also do other things to put them down, like leg/foot/weapon-arm/heat/vitals attacks.
I would be interested in knowing the specific rules you use and how those rules are received by the players.
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