[FATE] Adding Consequences to C&C
[FATE] Adding Consequences to C&C
Hi all:
I'm working on some house rules for a C&C game I'm looking to put together.
Thankfully, greater minds than my own have tackled the topic of adding FATE's Fate Points to C&C. Adding Aspects is a no-brainer.
But I was trying to drum up some idea of how to add Consequences to C&C.
I'm not into adding the Stress Tracks. I think that would require too much of a change to C&C than I'm comfortable with.
But for those familiar with Starblazer and other FATE-based systems, what would be a good way to bring Consequences to C&C?
I'm working on some house rules for a C&C game I'm looking to put together.
Thankfully, greater minds than my own have tackled the topic of adding FATE's Fate Points to C&C. Adding Aspects is a no-brainer.
But I was trying to drum up some idea of how to add Consequences to C&C.
I'm not into adding the Stress Tracks. I think that would require too much of a change to C&C than I'm comfortable with.
But for those familiar with Starblazer and other FATE-based systems, what would be a good way to bring Consequences to C&C?
Yup. Fortunately, I have a copy of CoCd20. Very nice book.
But I was thinking of FATE consequences as they apply to "damage" not so much sanity.
FATE has two "stress" tracks: one Physical and one Mental. Each track has roughly 5 boxes in it. When someone gets hit, they lose one or more of those boxes.
When the boxes are all gone, a character is "Taken Out" -- which can mean a number of different things.
Consequences are temporary Aspects that represent "injury" of some sort. Players take these to keep themselves above zero boxes.
That's the part I was interested in porting over.
But I'm running into issues with hit points and the concept of C&C damage.
With a high number of hit points, consequences would just never come up. Too low and, well, it's a slaughter. Implementing a Reserve/Vitality Point system seems like it's going in the right direction. But then what about healing spells. How does a "Cure Light Wounds" work in a world where a character has "14 hit points, 2 vitality points and a minor consequence of 'gash on the arm'"?
I like the concept behind Consequences. To my thinking, they make hit points even more about being fatigued and not as much about actual hurt. It's also a tight system for modeling injuries that carry over (or throughout) an adventure.
I don't know how to reconcile them with the Hit Point system, though. So I was looking for ideas.
If I come up with any on my own, I'll post them up here for review.
But I was thinking of FATE consequences as they apply to "damage" not so much sanity.
FATE has two "stress" tracks: one Physical and one Mental. Each track has roughly 5 boxes in it. When someone gets hit, they lose one or more of those boxes.
When the boxes are all gone, a character is "Taken Out" -- which can mean a number of different things.
Consequences are temporary Aspects that represent "injury" of some sort. Players take these to keep themselves above zero boxes.
That's the part I was interested in porting over.
But I'm running into issues with hit points and the concept of C&C damage.
With a high number of hit points, consequences would just never come up. Too low and, well, it's a slaughter. Implementing a Reserve/Vitality Point system seems like it's going in the right direction. But then what about healing spells. How does a "Cure Light Wounds" work in a world where a character has "14 hit points, 2 vitality points and a minor consequence of 'gash on the arm'"?
I like the concept behind Consequences. To my thinking, they make hit points even more about being fatigued and not as much about actual hurt. It's also a tight system for modeling injuries that carry over (or throughout) an adventure.
I don't know how to reconcile them with the Hit Point system, though. So I was looking for ideas.
If I come up with any on my own, I'll post them up here for review.
I'll have to reread the rules in my copy of Starblazers and get back to you, which will likely take a couple of days for me to find the time.
So far, in rules cases like yours, I have found I have needed to take the idea I like from another RPG and actually turn it into a SIEGE mechanic.
So my early thinking, obviously before reading any of the rules, is to maybe break down HP loss into quarters, and when a quarter of HP is lost, have them roll a SIEGE check and see if they suffer a Consequence.
Obviously you would also have to break up these consequences to have them fit the loss of the first 1/4, then the second, the third, and then the last quarter of HP loss would be the worst of the Consequences, then use it in play to see how it works.
Typically I have found that even though I like the idea, that implementing it is usually just too distracting from the simplicity of C&C.
Another possibility is to develop a list of wound consequences using a D20 or percentile to randomly acquire one, and then every time a wound of over, say, 10 HP is taken, they make a SIEGE check, and if it is failed they get a random consequence.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
So far, in rules cases like yours, I have found I have needed to take the idea I like from another RPG and actually turn it into a SIEGE mechanic.
So my early thinking, obviously before reading any of the rules, is to maybe break down HP loss into quarters, and when a quarter of HP is lost, have them roll a SIEGE check and see if they suffer a Consequence.
Obviously you would also have to break up these consequences to have them fit the loss of the first 1/4, then the second, the third, and then the last quarter of HP loss would be the worst of the Consequences, then use it in play to see how it works.
Typically I have found that even though I like the idea, that implementing it is usually just too distracting from the simplicity of C&C.
Another possibility is to develop a list of wound consequences using a D20 or percentile to randomly acquire one, and then every time a wound of over, say, 10 HP is taken, they make a SIEGE check, and if it is failed they get a random consequence.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Hi Treebore:
Thanks for the response. I think that's wise advice. But the result wouldn't model Consequences in the way I'm going for. I've been brainstorming on this for a couple of days. And here's what I've got so far in a very rough draft.
Thanks for the response. I think that's wise advice. But the result wouldn't model Consequences in the way I'm going for. I've been brainstorming on this for a couple of days. And here's what I've got so far in a very rough draft.
Quote:
Damage Etc.
Vitality is determined by your hit die (see below). So a 1st level Wizard has 2 VP. And 8th level Wizard has 4.
Hit Die Type ... Starting VP ... Advancement
d4 ... 2 ... 4, 8, 12
d6-d8 ... 3 ... 3, 6, 9, 12
d10-d12 ... 4 ... 2, 4, 6, 8, 10, 12
Hit Points start out equal to your Full Hit Die value + Con mod. So a 1st level Wizard with a 10 CON has 4 hit points. A 1st level Barbarian with 18 CON has 15. Hit Point advancement is slower, increasing at the rate of the +X per level instead of a full hit die.
Hit Points are not wounds. They are fatigue, stress, etc. As such they are easier to heal up. At the end of an encounter, a party can rest for an hour or so and recover one-half of their full HP value.
When a PC is critted, the damage is doubled. They also lose a VP.
When a PC takes more damage than their CON score, they have to roll a CON check or lose a VP. This does not stack with losing a VP on a crit.
When a character runs out of HP, he starts losing VP. The number of VP lost per successful attack is equal to the damage rolled divided by 5. If a character has 0 HP and 5 VP and takes 15 points of damage, he loses 3 VP. This DOES STACK with the VP lost on a crit. So if that attack was a crit, he'd lose 4 VP instead of 3.
For "healing". Hit Points heal first. VP heal last. Say a character has a max of 20hp and 5 VP but currently has 19hp and 3 VP. A Cleric hits him with a Cure Light Wounds that cures 6 points. He would go up to max hit points first (20) and then the five remaining healed hp would heal one VP.
Consequences restore VP, at the cost of a temporary aspect that can be tagged/compelled until it heals. If a character falls to zero VP or below, he must take a consequence to avoid being taken out. So if a Thief with only 1 VP left takes 15hp of damage, he'll have to take a Light Wound/Consequence. That will restore him to 2 VP.
You can only take one consequence of each type and no more than three total.
Wound Type ... VP Value ... Compel Penalty ... Duration ... Gametime
Minor ... 2 ... -2 ... Minutes ... End of Scene
Light ... 4 ... -4 ... Hours ... Next rally or rest
Serious ... 6 ... -6 ... Days ... End of Session
Severe ... 8 ... -8 ... Weeks+ ... End of Adventure*
When consequences heal, they move up one step. So Severe become Serious, Serious become Light. Same with magical healing. Cure Light Wounds can turn a Light Wound into a Minor wound. At the DM and Player's discretion, a Severe wound might give the character another Aspect. This represents a wound that scars or never fully heals.
SECOND WIND
Once per encounter, a character can take a total defense action and recover their Hit Die in Hit Points. VP cannot be recovered in this manner. Dwarves can recover their Hit Die in Hit Points without taking a total defense action but it does count as their "move" or "attack" for the round.
RALLY
The CK can call a Rally whenever he wants. This marks an important transition in a conflict. When a Rally is called, all players roll two of their hit dice and recover that many Hit Points. Any overflow can heal VPs in this instance at a rate of 1 VP for every 5 HPs -- but only AFTER Hit Points are healed to their maximum.
Another option...
I gotta say I think the previous option is HORRIBLY complex. Here's another one I'm considering...
(Here Consequences are just tacked on to the normal Hit Points system. With Hit Points modified somewhat because Consequences equate to, well, more Hit Points overall.)
(Here Consequences are just tacked on to the normal Hit Points system. With Hit Points modified somewhat because Consequences equate to, well, more Hit Points overall.)
Quote:
Hit Points start out equal to your CON + one full hit die. So a 1st level Wizard with a 10 CON has 14 hit points. A 1st level Barbarian with 18 CON has 30. Hit Point advancement is slower, increasing at the rate of the +X per level instead of a full hit die. So that same Wizard at 3rd level will have 16hp. The Barbarian at 2nd level will have 35.
Hit Points are not wounds. At the end of an encounter, a party can rest for an hour or so and recover one-half of their full HP value.
When a PC is critted, the damage is doubled OR they can opt to take a consequence to mitigate the damage (reducing it to its normal, non-doubled value).
Consequences restore Hit Points, at the cost of a temporary aspect that can be tagged/compelled until it heals. If a character falls to zero Hit Points or below, he must take a consequence to get into the positive to avoid being taken out.
When you take a Consequence you get a percentage of your hit points back -- rounding down. But at least 1hp will be recovered.
You can only take one consequence of each type and no more than three total.
Wound Type ... % of HP ... Compel Penalty ... Duration ... Gametime
Minor ... 5% ... -2 ... Minutes ... End of Scene
Light ... 10% ... -4 ... Hours ... Next rally or rest
Serious ... 25%* ... -6 ... Days ... End of Session
Severe ... 50%* ... -8 ... Weeks+ ... End of Adventure**
When consequences heal, they move up one step. So Severe become Serious, Serious become Light. Same with magical healing. Cure Light Wounds can turn a Light Wound into a Minor wound.
* - Serious and Severe Consequences bring a PC up to 1/4 or 1/2 of their Total Hit Points or add 1/4 or 1/2 of their total HP to their current hit points -- whichever is higher. Essentially adding 1/4 or 1/2 of total HP to 0 if the PC is in negative HP. This is to avoid a Wizard with 8 max HP at -6HP from taking a Severe consequence only to increase himself to -2hp. By this system, he'd bump back up to 4hp.
** - At the DM and Player's discretion, a Severe wound might give the character another Aspect. This represents a wound that scars or never fully heals.
SECOND WIND
Once per encounter, a character can take a total defense action and recover their Hit Die in Hit Points. VP cannot be recovered in this manner. Dwarves can recover their Hit Die in Hit Points without taking a total defense action but it does count as their "move" or "attack" for the round.
RALLY
The CK can call a Rally whenever he wants. This marks an important transition in a conflict. When a Rally is called, all players roll two of their hit dice and recover that many Hit Points. Any overflow can heal VPs in this instance at a rate of 1 VP for every 5 HPs -- but only AFTER Hit Points are healed to their maximum.
Well, it sounds like your using Stars D20 with the Vitality/Wounds thing in the first instance and then a variation on Star Wars Saga in the second version. Don't get me wrong, I think the way you did consequences is cool, it just reminded me of the Star Wars stuff.
Personally I like Saga editions way of doing wounds and the system when I ran part of the Dawn of Defiance campaign. I haven't used it yet in a C&C game, but may try it out now that you mentioned it. Here's how I'd do it.
Star Wars Saga starts the players out at much higher Hit Points than C&C so that is something you have to take into consideration - almost 4th level or higher in Hit Points. Not something I would do as I like the tension the low hit points create. All right, 'nuff said there. Here is C&C spin on Saga's Conditions.
1. Second Wind. If you rest a round or so, then you get a 'second wind.' You can do this 1 x per day, you can heal up to 1/4 of your Hit Points or your constitution score, which ever is higher. Since you'd be playing C&C, I'd make it just 1/4 Hit Points. Personally, I wouldn't give second wind to anyone - except for maybe a Barbarian or Monk - wild by nature in former, and well trained in that kind of martial stuff in the second.
2. Damage Threshold. Sometimes a hit or wound taken is so powerful, that the damage done has the possiblity of knocking unconscious, causing lingering damage or killing the person. Damage Threshold simulates this. The damage threshold of a character is equal to their Constitution plus your size modifier. So a Human Fighter (normal size) with a 14 Constition would have a Damage Threshold of 14, while a gnome wizard with a Constitution of 12 would have a Damage Threshold of 9 (-2 for small size). So when a hit exceeds this damage threshold a Consitution save should be made if failed, the person drops down a step on Condition Track (see below) or if it puts them at 0 Hit Points or below they're knocked unconscious, or -10 or below they're dead. Subsequent Damage Thresholds
3. Conditions. This simulates consequences of hits, wounds, poison, etc. One moves down a step with each hit that exceeds Damage Threshold and failed savings throw, or when the CK decides due to a situation - extended exposure to extreme temperatures, Forced Marches, sickness effects, etc. In Star Wars Saga it takes two or three swift actions to recover one step on the condition track. I'd make it two rounds of rest per step on the condition track.
NORMAL
+1 or -1 Step
-1 On all checks - to Hit, Ability checks, Savings Throws, etc.
+1 or -1 Step
-2 On all checks - to Hit, Ability checks, Savings Throws, etc.
+1 or -1 Step
-5 On all checks - to Hit, Ability checks, Savings Throws, etc.
+1 or -1 Step
1/2 Move, -10 On all checks - to Hit, Ability checks, Savings Throws, etc.
+1 or -1 Step
Unconscious
4. Persistant Conditions. These are the lingering effects of poison, hits, wounds, infections, diseases, etc. These don't go away with rounds of rest, rather these require magical healing, or signifcant rest, or medical attention. Depending on the wound or damage.
Example: Hagar the Horrible (A human 4th level Barbarian, with a 14 constitution and 50 Hit points, his damage threshold is 14) is having a grand time bashing away at some bugbears in their lair. Unfortuately in the midst of the battle he takes a couple of hits that exceed his damage threshold (17 and 14). He fails his saving throw is reduced to 19 Hit Points and he drops down two steps on the condition track from Normal, so all his checks and hits, etc. are at -2. Hagar decides he needs to get out of dodge, takes off running. Moving so wildly he stumbles into a pit trap, falls his Trap/Dex Check and drops 40 feet. The fall doesn't do too much damage but does exceed the Damage Threshold and the CK rules that if he fails his Con check he'll end up with a broken leg. Hagar unfortuantely does fail so he drops down a step on the Condition Track again to -5. The CK adds in that with a broken leg he'll move at 1/2 speed now as well. This becomes a persistant condition. Hagar
ever the quick one, discovers some loose rocks at the bottom wall which open up into a small cave. He quickly drags himself into it. As he hides there it takes a few rounds for the bugbears to show up. He can hear them talking in common. They are arguing about whether the barbarian made the jump. The CK rolls a wisdom check to see if they're fooled one is the other though is determined to check out the pit, and goes off to get a rope. All told this takes about 8 rounds. The Barbarian due to his resting would normally be able to heal up all his conditions during this time. The Gm though rules that while the rest does him some good, moving him from -5, to -2, he can't go up to -1 or normal until his leg is better. So Hagar waits and readies his sword as he hears the descent of the Bugbear...
_________________
R is among the most menacing of sounds. Thats why they call it murder, not muckduck. DWIGHT SHRUTE, The Office
Personally I like Saga editions way of doing wounds and the system when I ran part of the Dawn of Defiance campaign. I haven't used it yet in a C&C game, but may try it out now that you mentioned it. Here's how I'd do it.
Star Wars Saga starts the players out at much higher Hit Points than C&C so that is something you have to take into consideration - almost 4th level or higher in Hit Points. Not something I would do as I like the tension the low hit points create. All right, 'nuff said there. Here is C&C spin on Saga's Conditions.
1. Second Wind. If you rest a round or so, then you get a 'second wind.' You can do this 1 x per day, you can heal up to 1/4 of your Hit Points or your constitution score, which ever is higher. Since you'd be playing C&C, I'd make it just 1/4 Hit Points. Personally, I wouldn't give second wind to anyone - except for maybe a Barbarian or Monk - wild by nature in former, and well trained in that kind of martial stuff in the second.
2. Damage Threshold. Sometimes a hit or wound taken is so powerful, that the damage done has the possiblity of knocking unconscious, causing lingering damage or killing the person. Damage Threshold simulates this. The damage threshold of a character is equal to their Constitution plus your size modifier. So a Human Fighter (normal size) with a 14 Constition would have a Damage Threshold of 14, while a gnome wizard with a Constitution of 12 would have a Damage Threshold of 9 (-2 for small size). So when a hit exceeds this damage threshold a Consitution save should be made if failed, the person drops down a step on Condition Track (see below) or if it puts them at 0 Hit Points or below they're knocked unconscious, or -10 or below they're dead. Subsequent Damage Thresholds
3. Conditions. This simulates consequences of hits, wounds, poison, etc. One moves down a step with each hit that exceeds Damage Threshold and failed savings throw, or when the CK decides due to a situation - extended exposure to extreme temperatures, Forced Marches, sickness effects, etc. In Star Wars Saga it takes two or three swift actions to recover one step on the condition track. I'd make it two rounds of rest per step on the condition track.
NORMAL
+1 or -1 Step
-1 On all checks - to Hit, Ability checks, Savings Throws, etc.
+1 or -1 Step
-2 On all checks - to Hit, Ability checks, Savings Throws, etc.
+1 or -1 Step
-5 On all checks - to Hit, Ability checks, Savings Throws, etc.
+1 or -1 Step
1/2 Move, -10 On all checks - to Hit, Ability checks, Savings Throws, etc.
+1 or -1 Step
Unconscious
4. Persistant Conditions. These are the lingering effects of poison, hits, wounds, infections, diseases, etc. These don't go away with rounds of rest, rather these require magical healing, or signifcant rest, or medical attention. Depending on the wound or damage.
Example: Hagar the Horrible (A human 4th level Barbarian, with a 14 constitution and 50 Hit points, his damage threshold is 14) is having a grand time bashing away at some bugbears in their lair. Unfortuately in the midst of the battle he takes a couple of hits that exceed his damage threshold (17 and 14). He fails his saving throw is reduced to 19 Hit Points and he drops down two steps on the condition track from Normal, so all his checks and hits, etc. are at -2. Hagar decides he needs to get out of dodge, takes off running. Moving so wildly he stumbles into a pit trap, falls his Trap/Dex Check and drops 40 feet. The fall doesn't do too much damage but does exceed the Damage Threshold and the CK rules that if he fails his Con check he'll end up with a broken leg. Hagar unfortuantely does fail so he drops down a step on the Condition Track again to -5. The CK adds in that with a broken leg he'll move at 1/2 speed now as well. This becomes a persistant condition. Hagar
ever the quick one, discovers some loose rocks at the bottom wall which open up into a small cave. He quickly drags himself into it. As he hides there it takes a few rounds for the bugbears to show up. He can hear them talking in common. They are arguing about whether the barbarian made the jump. The CK rolls a wisdom check to see if they're fooled one is the other though is determined to check out the pit, and goes off to get a rope. All told this takes about 8 rounds. The Barbarian due to his resting would normally be able to heal up all his conditions during this time. The Gm though rules that while the rest does him some good, moving him from -5, to -2, he can't go up to -1 or normal until his leg is better. So Hagar waits and readies his sword as he hears the descent of the Bugbear...
_________________
R is among the most menacing of sounds. Thats why they call it murder, not muckduck. DWIGHT SHRUTE, The Office
Thanks TheMetal1,
I did borrow a bit from Star Wars Saga on this. I like the concept of a Damage Threshold. And I forgot about the move penalty on the top condition in Saga. Thanks for the reminder.
I've been plinking away at this for a while now and I haven't settled on anything 100%. I still prefer the consequences (as in Fate) to be something the player can opt to take (as opposed to being forced to take). I'm just weird like that, I guess.
I've been tempted to get rid of Second Wind. If only because I'll be using a version of Fate points (which give an option to reduce damage taken) and I've also given some healing to a few of the other classes. So I'm not sure if Second Wind will be necessary.
I will probably keep hit points the same as I described. I, too, like tough battles and I don't care for 100s of hps. But the ability to "recharge" Hit Points between encounters, as well as the ability to "Rally", I think will make up for the lower total. I'm tempted to just make the rest refresh 1/4 Hps as you mention.
I'll consider the Damage Threshold thing. I don't know if I'll tie it into Consequences. I'm really hoping to keep those optional. But I'll try to think of something that I can do otherwise that will make it meaningful and fun.
I did borrow a bit from Star Wars Saga on this. I like the concept of a Damage Threshold. And I forgot about the move penalty on the top condition in Saga. Thanks for the reminder.
I've been plinking away at this for a while now and I haven't settled on anything 100%. I still prefer the consequences (as in Fate) to be something the player can opt to take (as opposed to being forced to take). I'm just weird like that, I guess.
I've been tempted to get rid of Second Wind. If only because I'll be using a version of Fate points (which give an option to reduce damage taken) and I've also given some healing to a few of the other classes. So I'm not sure if Second Wind will be necessary.
I will probably keep hit points the same as I described. I, too, like tough battles and I don't care for 100s of hps. But the ability to "recharge" Hit Points between encounters, as well as the ability to "Rally", I think will make up for the lower total. I'm tempted to just make the rest refresh 1/4 Hps as you mention.
I'll consider the Damage Threshold thing. I don't know if I'll tie it into Consequences. I'm really hoping to keep those optional. But I'll try to think of something that I can do otherwise that will make it meaningful and fun.
For the sake of completeness, here's what I currently plan to go with. It's not too terribly different from where I started. But it's been refined a bit. And I think I've tied it into C&C a little better...
Additionally, I've kept Rallies and will allow for 1/4 hit points to be recovered with 1 hour rest after a combat encounter.
The big changes to this version are...
Types of consequences are directly tied to the levels of magical healing... Light, Severe, Critical.
Amount of Hit Points gained from taking a consequence are also tied into the amount of healing one might get from a Cure spell
Penalties associated with each level of Consequence is better tied in with C&C.
Hit Points have been adjusted downward a bit
There's no Second Wind.
Additional uses for Consequences can include...
Using a level of Consequence to power a Ritual
Taking a consequence to boost a roll, i.e. taking a Serious Consequence to add +4 to a roll.
Giving consequences in place of ability damage with things like poisons and diseases. In effect, using the consequences like a ladder similar to Star Wars Saga.
Quote:
DAMAGE AND CONSEQUENCES
Hit Points start out equal to CON + the class +X bonus + 2 if CON is a prime. So a 1st level Wizard with a 10 CON as prime would have 13 hit points. A 1st level Barbarian with 18 CON would have 25.
Hit Point advancement is slower, increasing at the rate of the +X per level instead of a full hit die. So that same Wizard at 3rd level will have 15hp. The Barbarian at 2nd level will have 30.
Consequences restore Hit Points, at the cost of a temporary aspect that can be tagged/compelled until it heals. If a character falls to zero Hit Points or below, he must take a consequence to get into the positive to avoid being taken out.
When you take a Consequence you get a set number of hit points back. Only one consequence of each type can be taken. A character can have no more than three consequences total at any time.
Type ... HP ... Penalty ... Duration
Minor ... 2 ... -1 ... End of Scene
Light ... 5 ... -2 ... Next rally or rest
Serious ... 15 ... -4 ... End of Session
Critical ... 25 ... -8 ... End of Adventure*
Penalties from Consequences are only active when compelled, although the CK gets one free compel.
When consequences heal, they move up one step. So a Severe consequence become Serious, Serious becomes Light, etc. The same applies to consequences healed with magical healing.
Cure Light Wounds can turn a Light Consequence into a Minor one but it doesnt fully remove the Light Consequence.
* - At the DM and Player's discretion, a Severe wound might give the character another Aspect. This represents a wound that scars or never fully heals.
Additionally, I've kept Rallies and will allow for 1/4 hit points to be recovered with 1 hour rest after a combat encounter.
The big changes to this version are...
Types of consequences are directly tied to the levels of magical healing... Light, Severe, Critical.
Amount of Hit Points gained from taking a consequence are also tied into the amount of healing one might get from a Cure spell
Penalties associated with each level of Consequence is better tied in with C&C.
Hit Points have been adjusted downward a bit
There's no Second Wind.
Additional uses for Consequences can include...
Using a level of Consequence to power a Ritual
Taking a consequence to boost a roll, i.e. taking a Serious Consequence to add +4 to a roll.
Giving consequences in place of ability damage with things like poisons and diseases. In effect, using the consequences like a ladder similar to Star Wars Saga.
After some play-through last night, I tweaked the Hit Points a bit. I'm now planning to use 5 + one full hit die + CON bonus + 1 if CON is prime.
And having the hit points advance in level at a rate equal to the +X rate at higher levels.
On the low end, a Wizard with a -1 CON bonus would start with 8 hit points.
On the high end, a Barbarian with a +3 CON prime would start with 21.
The goal was to make the heroes a little hardier at 1st level. But to also plateau them out a bit as they increase in level. If Hit Points go too high, Consequences are never or are rarely used. If Hit Points go too low, then it's instant death.
After each COMBAT encounter, a group can take an hour's rest and regain 1/4 of their hit points. Some of the classes have also picked up additional healing. And I've kept the idea of a "rally" that can serve as a key point in a longer combat.
I think all this should mitigate the percentage by which the classes won't be acquiring hit points at the higher levels.
I also altered the Consequence penalties to -2/-4/-6/-10. More in line with Fate, less in line with C&C. But I found it worked a little better.
I'll probably let this thread die off now. I've reached a happy place and shared what I could. Interest seems to be a little low so I won't press the issue.
And having the hit points advance in level at a rate equal to the +X rate at higher levels.
On the low end, a Wizard with a -1 CON bonus would start with 8 hit points.
On the high end, a Barbarian with a +3 CON prime would start with 21.
The goal was to make the heroes a little hardier at 1st level. But to also plateau them out a bit as they increase in level. If Hit Points go too high, Consequences are never or are rarely used. If Hit Points go too low, then it's instant death.
After each COMBAT encounter, a group can take an hour's rest and regain 1/4 of their hit points. Some of the classes have also picked up additional healing. And I've kept the idea of a "rally" that can serve as a key point in a longer combat.
I think all this should mitigate the percentage by which the classes won't be acquiring hit points at the higher levels.
I also altered the Consequence penalties to -2/-4/-6/-10. More in line with Fate, less in line with C&C. But I found it worked a little better.
I'll probably let this thread die off now. I've reached a happy place and shared what I could. Interest seems to be a little low so I won't press the issue.