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Post by robertsconley on Mar 9, 2018 14:27:37 GMT -6
I really liked the D&D 5th edition idea that Zombies get a saving throw when they go to zero hit points. If they make it they bounce up back to 1 hit points. It works out to be a 50-50 chance of success.
I added it to my OD&D zombies and it worked out pretty nicely. Zombies are still easy to kill but that save make PCs treat them with a lot more respect than before.
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Post by talysman on Mar 10, 2018 12:17:25 GMT -6
I really liked the D&D 5th edition idea that Zombies get a saving throw when they go to zero hit points. If they make it they bounce up back to 1 hit points. It works out to be a 50-50 chance of success. I added it to my OD&D zombies and it worked out pretty nicely. Zombies are still easy to kill but that save make PCs treat them with a lot more respect than before. I did something similar with skeletons. I still use the 1/2 hit dice skeletons, but if the skull isn't smashed, they stay down 1 round, stand the next round, and recover 1 hit point and attack on the third round. Skull can be smashed automatically if attacked while down. I plan on adding a rule that any hit of 5+ damage means the skull is smashed, though, because when I used my new skeletons, I had my first TPK. It was a pretty scary fight, though.
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Post by foster1941 on Mar 10, 2018 13:34:18 GMT -6
I’ve always gone with 1/2 for skeletons and 1 for zombies - it’s what’s in my 5th printing copy of the rules (I honestly never noticed the difference in the reference sheets) and also in the monster stats summary in Judges Guild’s Ready Ref Sheets. It’s interesting trivia to know that the original intent was 1 and 2 and that the 1/2 apparently arose out of a misreading, but I’m too set in my ways to change
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