Which got me thinking - that no-one ever breaks a bone when they are suddenly dropped down 30 foot shafts... which in turn made me think (a) a houserule is called for and (b) it needs a table.
So this is what I have come up with - trying to keep it as simple and intuitive as possible:
For the "save versus broken bones" characters may add their Level to their DEX score for their target number. (Also use of a Hero Point - for any depth of fall - negates the chance of broken bones and halves the damage)
To determine which bones are broken roll your handy-dandy hit location die, or if you are lucky enough to own Booty and The Beasts roll on the hit location chart there, or simply roll a d12 and consult below.
To determine which bones are broken roll your handy-dandy hit location die, or if you are lucky enough to own Booty and The Beasts roll on the hit location chart there, or simply roll a d12 and consult below.
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| Dem Bones, Dem Bones... |
NB. With leg/foot breaks running is impossible. With a skull fracture there is a 25 per cent chance of brain damage (-1d3 INT and -1 WIS).
As always, comments and constructive criticisms are welcome - consider this a work-in-progress (especially when it comes to the effects of broken bones as I have no medical background or personal experience with broken bones).
As always, comments and constructive criticisms are welcome - consider this a work-in-progress (especially when it comes to the effects of broken bones as I have no medical background or personal experience with broken bones).








I like this. Makes the pit trap even more deadly! I'll give it a whirl on my game.
ReplyDeleteThanks, Simon. That was a part of thinking, traditionally pit traps are seen as a 'nuisance' or 'inconvenience' and I was looking to up the stakes and make their early detection all the more crucial.
ReplyDeleteIf you get a chance to give these rules a testdrive please let me know how they shape up.