Post by Torreny on Mar 7, 2014 2:49:36 GMT -6
Hello all!
In one of my more recent jaunts into the territory of Chainmail as D&D, we ran into an interesting situation of conflict. Basically, we‘re using Chainmail‘s combat in its entirety, with the exception of still rolling each Hit Die to yield total hit points (because players like rolling their dice), and I kept the requirement, more or less, that Heroes needed to suffer their 4HD in hits to be killed in a turn, else it “didn‘t count“.
For most of the campaign thus far it was overland stuff; urban adventures, lots of skirmish melee with gangs and what.
Then skip further down the adventure to the first instance of non-combat damage: a pitfall. One would quickly wonder whatado, given the LBB‘s example of simple pit traps: 2-in-6 chance of taking 1 die damage. Clearly that‘s not enough damage for a fighter above 1HD to bite it, so would he then not suffer for it? Probably not, a 10-foot-deep hole‘s not that dangerous. And later on, we had a Hero in the party get swatted off a bridge onto stones 30-ish feet below, certainly more dangerous.
Given good ol‘ Chainmail saving throws, it would seem in some cases to make a saving throw or die, even for Heroes and better. In the case of the pitfall, I rolled the die, a hireling broke his neck, and a player was shorted one Hit Die for the remainder of the adventure (or until he found a magic potion). With that second fall, I turned to Dave‘s habit of doubling and trebling attack values for things in his game, but the inverse, instead leaving the Hero worse for wear, halving his Hit Dice!
That seems to do the trick. However, let‘s say, even if it is straight up Chainmail (without hit points), how would you represent the harm of simple “damage traps“, if the Hero/Super/lycanthrope can‘t be killed outright by them?
Perhaps this belongs in the Chainmail sub-forum?
In one of my more recent jaunts into the territory of Chainmail as D&D, we ran into an interesting situation of conflict. Basically, we‘re using Chainmail‘s combat in its entirety, with the exception of still rolling each Hit Die to yield total hit points (because players like rolling their dice), and I kept the requirement, more or less, that Heroes needed to suffer their 4HD in hits to be killed in a turn, else it “didn‘t count“.
For most of the campaign thus far it was overland stuff; urban adventures, lots of skirmish melee with gangs and what.
Then skip further down the adventure to the first instance of non-combat damage: a pitfall. One would quickly wonder whatado, given the LBB‘s example of simple pit traps: 2-in-6 chance of taking 1 die damage. Clearly that‘s not enough damage for a fighter above 1HD to bite it, so would he then not suffer for it? Probably not, a 10-foot-deep hole‘s not that dangerous. And later on, we had a Hero in the party get swatted off a bridge onto stones 30-ish feet below, certainly more dangerous.
Given good ol‘ Chainmail saving throws, it would seem in some cases to make a saving throw or die, even for Heroes and better. In the case of the pitfall, I rolled the die, a hireling broke his neck, and a player was shorted one Hit Die for the remainder of the adventure (or until he found a magic potion). With that second fall, I turned to Dave‘s habit of doubling and trebling attack values for things in his game, but the inverse, instead leaving the Hero worse for wear, halving his Hit Dice!
That seems to do the trick. However, let‘s say, even if it is straight up Chainmail (without hit points), how would you represent the harm of simple “damage traps“, if the Hero/Super/lycanthrope can‘t be killed outright by them?
Perhaps this belongs in the Chainmail sub-forum?