I
like the D&D death's door rules. I like that at 0
hp, you're still up and can take a limited action, but
then you exhaust yourself. I like that you don't die until
-10 hp. The disabled and dying states add to a lot of
interesting situations in game play: Two characters are
dying but not yet dead and one is disabled. The disabled
character casts a healing spell on one of the dying characters
with his action, collapsing. The healed character uses
a couple of potions to help the others just in the nick
of time. It's dramatic and cool.
So
cool, in fact, that I wanted to take it a step farther.
In Arcana Unearthed, characters are disabled when
they reach 0 hp, and they stay in that state until they
reach 0 minus their Constitution modifier (if the Constitution
modifier is positive). That keeps tough characters on
their feet a little longer, but they are still hindered
in their actions. They can take only a single standard
or move-equivalent action in a round, and they do so at
a -2 circumstance penalty (to attack and damage rolls,
saving throws, and checks). And they lose 1 hit point
per round if they take strenuous activity -- but they
don't drop unconscious until they actually go below 0
minus their Constitution bonus. This means that it's much
more likely to see obviously wounded people on the battlefield.
It reduces the unrealistic "I'm fine until I go unconscious"
feel somewhat.
But
I still wanted to reflect character toughness in this
situation. Character toughness -- through both Constitution
score and level -- is reflected in how much punishment
it takes to get to 0 or below, but once there it's a level
playing ground. So rather than having death be at -10,
it's at 0 minus your Constitution score. This means that
a tough character with a 15 Constitution doesn't actually
die until he reaches -15 (and he is disabled, not dying,
at 0 to -2). Of course, a frail character is even weaker
now: a character with an 8 Constitution dies at -8, not
-10.
At
higher levels, when massive amounts of damage are dealt
with every blow, it's easy to go from 20 hit points to
-10 in one blow. Extending the range, at least for tough
characters, makes the "death's door" rules somewhat
more significant at those higher levels.
Overall,
these small changes address some of those situations that
can break the believability of the game, and increase
the likelihood that characters will fall into the interesting
situations of being disabled or dying but not just dead.
In fact, for more characters than not, it makes the game
a bit more survivable.
DESIGN
DIARY PAST ENTRIES
*
Hero Points -- May
1, 2003
"A
roleplaying campaign can be like putting up wallpaper...."
*
Truenames -- April
18, 2003
"Truenames
are common in many fantasy settings. I think I first
became aware of the concept in Ursula K. LeGuin's Earthsea
trilogy..."
*
Go, Go, Go! -- April
10, 2003
"Short
entry this time. I hate spells with 1 minute/level durations...."
*
Ceremony -- April
3, 2003
"I
think I've already mentioned that one of the goals I
set for myself with Arcana Unearthed was to make
things a little less generic...."
*
Things That Rules Take Away -- March
21, 2003
"There
are aspects of fantasy roleplaying that rules, inadvertently,
can actually take away...."
*
Still Talking Classes -- March 13,
2003
"I've
saved some of the best classes for last. Let's talk
about the runethane, the mage blade, and the witch...."
*
More Classes -- February 27, 2003
"This
time, I want to tell you about some of the other classes:
akashics, magisters, and greenbonds...."
*
Build a Better Fighter -- February
23, 2003
"The
title this week is facetious. It really should be 'build
a different fighter'...."
*
The Magic Balancing Act -- February
13, 2003
"In
Arcana Unearthed I'm introducing a new method
of magic item pricing. First, I streamlined the item
creation feats..."
*
More Magic -- January 23, 2003
"This
week, I thought I'd talk more about the new magic system
in Arcana Unearthed."
*
Magic -- January 17, 2003
"As
a designer, magic in Arcana Unearthed posed a
huge challenge. I knew that I wanted to ditch the Vancian
system...."
*
Design Decisions, Part Two -- December
24, 2002
"Here's
a bit more discussion of some of the general issues
I faced as I began designing Arcana Unearthed...."
*
Design Decisions, Part One -- December
19, 2002
"Before jumping into another big area of Arcana
Unearthed's design, like classes or the magic system,
I thought I'd discuss some of the general issues I faced
as a designer starting the book...."
*
Arcana Unearthed Races -- December
5, 2002
"I
started with the races. While I knew that the game needed
humans as a basis, I wanted all the other races to be
new. I didn't want to just create dwarf and elf analogs
with different names...."