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Old 06-20-2010, 04:40 PM   Top  -  End  -  #1
Psionic Dog
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Default Limb Loss [3.5 Rule Varient] [PEACH]

Quote:
Originally Posted by Old timer
"How'd I loose my leg? Well it was back in the great war when the west hill orcs, 7 ft tall ugly pigs armed with axes as big as you, invaded during the winter and I was drafted into... blah blah blah-blah, blah...

...So your very own Grandpa slew the Dire Boar with one desperate lunge with my spear and saved the commanders life. It was too late for my leg, but I was quite the hero. Yes I was. You youngsters have it easy."
Quote:
Originally Posted by Little Kid
"Oh. Granny said you were being a fool, fell off a horse, and got run over by your own cheese cart."
Creatures loose limbs, that's why some creatures have regenerations and the restoration spells exist. Of course, usually this happens to Other People, not the Heros.

However, sometimes the champaign is gritty and a little more personal. Sometimes the DM wants to crank up the pressure and danger without actually putting the PC's in acute repetitive danger of TPKs. This rule variant is for those campaigns.

Limbs and Limb Damage
Spoiler


Conditions of Limb Loss
Spoiler


Mechanical Penalties of Limb Loss
Spoiler


Recovering from Limb Loss
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Prosthetics
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Heros Never Die (Optional Limb Loss rule)
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Combat Examples
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Meta Game Analysis
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Old 06-21-2010, 12:56 AM   Top  -  End  -  #2
Nanoblack
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

I love it! For quite some time I've been looking for some way to include mass dismemberment in my games with solid rules behind it and you've done it. Great job!
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Old 06-21-2010, 12:59 AM   Top  -  End  -  #3
Temotei
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

The day you posted this, I was thinking of making a mechanic for limb loss. Then you posted it. Freaky.

I read the first few parts, but started to skim really badly, so I have no memory of the last half.

I won't be using this, by the way, people playing with me. Don't worry.
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Old 06-21-2010, 01:14 AM   Top  -  End  -  #4
Milskidasith
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

This doesn't really do anything, since you're going to be dead if you take limb loss anyway, and the DC for the fortitude save to take permanent injuries is practically never going to be passable. The only time it will ever affect the game is if you get hit for a huge amount of your HP.

In another note, how does this deal with bludgeoning, piercing, and AoE damage? I mean, why is it that you can lose a limb permanently from electricity, or blunt damage, or even piercing damage?

As for not recovering by magic: Restoration already explicitly states it regrows lost body parts. Nerfing that just doesn't make sense, especially since, above level 5, D&D heroes are far beyond any fantasy heroes and their magic is incredibly powerful. It gets even wackier when you can't even heal temporary damage correctly using a wish or miracle spell.
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Old 06-21-2010, 03:19 AM   Top  -  End  -  #5
Temotei
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

Quote:
Originally Posted by Milskidasith View Post
In another note, how does this deal with bludgeoning, piercing, and AoE damage? I mean, why is it that you can lose a limb permanently from electricity, or blunt damage, or even piercing damage?
Electricity could probably blow off a limb with enough volts and such if you were unlucky.

I've nearly kicked a guy's head off. It took a lot of kicks, but hey.

I imagine skewering someone's arm with a spear or shooting them with an arrow could either take the limb off or at least damage it pretty dang badly.

Area of effect damage...I suppose the explosions could be explained.

Eh. It's kind of stretching it, but that's the best I can do at 3:20 a.m.
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Old 06-21-2010, 03:33 AM   Top  -  End  -  #6
Eldan
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

Crushed limbs in need of amputation. Really, you can explain a lot of that by amputation. Either way, it seems like an interesting system.
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Old 06-21-2010, 05:06 AM   Top  -  End  -  #7
Ashtagon
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

It's quite possible to lose an arm due to a bullet wound (strikes a vital nerve, artery, or directly on the bone). Why should a spear point be any different there? Ditto for bludgeoning damage - a limb can be crushed beyond usefulness.

Electricity won't blow a limb off - that's not what electricity does. tbh, any electricity damage severe enough to fry a limb would have been conducted over the entire body first. But in this case, I'm willing to be at least a little cinematic, and say it did some localised frying of motor nerves.
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Old 06-21-2010, 05:43 AM   Top  -  End  -  #8
Psionic Dog
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

Quote:
Originally Posted by Nanoblack View Post
I love it! For quite some time I've been looking for some way to include mass dismemberment in my games with solid rules behind it and you've done it. Great job!
Thanks!

Quote:
Originally Posted by Milskidasith View Post
This doesn't really do anything, since you're going to be dead if you take limb loss anyway, and the DC for the fortitude save to take permanent injuries is practically never going to be passable. The only time it will ever affect the game is if you get hit for a huge amount of your HP.
So... you're suggesting I lower the loss threshold somewhat? The point is for limb loss to occur only when struck half dead/killed and not for every single injury faced.

As far as the Permanent Save DC the check is supposed to be higher than standard. It adds dramatic tension, with the first aid reduction check included to make up the difference. Still, I'll double check my math on how it scales.

Quote:
Originally Posted by Milskidasith View Post
In another note, how does this deal with bludgeoning, piercing, and AoE damage? I mean, why is it that you can lose a limb permanently from electricity, or blunt damage, or even piercing damage?
The others have it.
Slashing damage? Severed.
Crushing? Limb is mangled, and would heal in twisted withered club of an appendage: best amputate.
Energy? The flesh was fried from the very bone. See crushing.
Piercing? Ok, this makes sense for head/torso damage but less so for appendages. Still, I have faith my fellow DM's can find a creative reason.

Quote:
Originally Posted by Milskidasith View Post
As for not recovering by magic: Restoration already explicitly states it regrows lost body parts. Nerfing that just doesn't make sense, especially since, above level 5, D&D heroes are far beyond any fantasy heroes and their magic is incredibly powerful. It gets even wackier when you can't even heal temporary damage correctly using a wish or miracle spell.
... are we speaking of the same restoration? I see nothing there about limb regeneration. And yes, a wish or miracle would heal all temporary limb damage. I believe the relevant clause was "X healing or better."


Now, a question for the others: Currently repairing permanent damage is harder than a Raise Dead but easier than a Resurrection. Is this too much? Should lesser magics be permitted to repair limb loss?
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Old 06-21-2010, 05:44 AM   Top  -  End  -  #9
Spiryt
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

It's hard to come up with how electricity could affect mainly one limb, but all others are kinda no brainers, as anyone probably realizes that nothing have to be actually completely disconnected to be "lost"...

And if someone really wants actual loss:

Quote from Usama ibn Munqidh:

" I was the witness of terrific spear strikes. One strike was dealt by the Frankish knight - may Allah curse him - to one of our warriors named Saja ibn Kunajb Kilabi. He had three ribs severed on his left side, and three ribs ob his right. The spear blade hit him to the elbow, and separated it, just like butcher separates the portions of meat"

Crappy translation from polish () is mine, but the sense is there.
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Old 06-21-2010, 06:44 AM   Top  -  End  -  #10
Memplejemple
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

Quote:
Half Blind: This creature has lost an eye.
-4 on spot/search. All foes have +10% concealment (max 50%).
Is that +10% concealment only where there is existing concealment, or is it a constant base of +10% concealment, even in broad, clear daylight?
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Old 06-21-2010, 07:12 AM   Top  -  End  -  #11
Obrysii
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

Have you considered statting out wheelchairs, for those who've lost limbs?

I realize that "old fashion" wheelchairs weren't much navigable outside of one's study, but a newer one might have some use.

New Mundane Item

Wheelchair: This sturdy wooden chair is attached to large wheels at its side and two smaller wheels in front. The large wheels at the side allow the user to move it - though with some difficulty. A wheelchair adds mobility to those who have lost legs or the ability to walk. Use the following table to determine strength checks to move.

Code:
DC                   Condition
10               Roll 30ft. on a flat surface
15               Roll 60ft. on a flat surface
20               Roll 15ft. up a sloped surface (30 degree)
25               Roll 30ft. up a sloped surface (30 degree)
Further conditions and checks should be accounted for by the DM. In general, you may take 10 on any Strength check regarding moving the wheelchair.

While moving the wheelchair, you must use both hands. Using only one hand unbalances the chair. By making a dexterity check, DC 15, you may make a strength check (with a -5 penalty) to move the chair with one hand.

You may double-move with the chair, but by doing so you increase the DC by +5.

New feat

Wheelchair Ace
You've grown accustomed to being in a wheelchair, enabling you to maneuver it quicker.
Benefit: You gain a +2 bonus on your Strength check to move the wheelchair, and can run in the wheelchair (taking the same penalty as double moving).
Normal: Users cannot take a run action in a wheelchair.

New Magic Item

Wheelchair, Animated: This animated wheelchair has a move speed of 30ft., and obeys the user's verbal commands. The user is treated as Mounted instead of simply using an item, and the mount is always willing.

The animated wheelchair uses the Animated Object statistics for a wheeled object. It is always the same size category as the user it was made for, and is able to carry the user's load even if it exceeds the Animated Object's normal carrying capacity.

Cost: 14,000gp*, Create Wonderous Device, Animate Object.

*A random guess
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Last edited by Obrysii : 06-21-2010 at 07:13 AM.
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Old 06-21-2010, 09:46 AM   Top  -  End  -  #12
Salbazier
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

Quote:
Originally Posted by Psionic Dog View Post
Thanks!
Spoiler
Maybe he mean regeneration? Anyway I seriously feel weird on how it is easier to revive a dead person than regrow lost limbs. yeah, death doesn't really have much worth in DnD but in my mind it doesn't make sense.

Hmm, how about some sort of magical damage or curse than can prevent regeneration by lesser magic. Maybe it will reduce the 'grit', I dunno. But hey, level 10 or more PCs are living legends comparable to mythical figures aren't they. They need something more than 'mundane' to debilitate them.
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Old 06-21-2010, 12:23 PM   Top  -  End  -  #13
Milskidasith
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

Quote:
So... you're suggesting I lower the loss threshold somewhat? The point is for limb loss to occur only when struck half dead/killed and not for every single injury faced.
Which makes it relatively useless; anything that's going to injure your limb is going to kill you.

Quote:
As far as the Permanent Save DC the check is supposed to be higher than standard. It adds dramatic tension, with the first aid reduction check included to make up the difference. Still, I'll double check my math on how it scales.
I never mentioned the save DC. It's high enough nobody is going to ever make it, which I assumed was the point, much like the save to "lose a limb, not die" was clearly intended to be impossible to pass unless you're a very high level warrior who somehow got knocked barely beyond -11; if you got CDG'd while unconcious from the negatives, at level 1 you'd only pass on a 20, and even if you just got knocked to 11, a high con guy with a good base fort save would still only pass 50% of the time.

Quote:
The others have it.
Slashing damage? Severed.
Crushing? Limb is mangled, and would heal in twisted withered club of an appendage: best amputate.
Energy? The flesh was fried from the very bone. See crushing.
Piercing? Ok, this makes sense for head/torso damage but less so for appendages. Still, I have faith my fellow DM's can find a creative reason.
This is my point... you're grasping at straws, which is very bad when you intend a "realistic" system. This is especially bad when you consider area of effect spells, or negative energy damage; even your explanations for electricity are very unrealistic for a "realistic" rule variant.

Quote:
... are we speaking of the same restoration? I see nothing there about limb regeneration. And yes, a wish or miracle would heal all temporary limb damage. I believe the relevant clause was "X healing or better."
I meant regeneration, sorry, this one was my bad.


Quote:
Now, a question for the others: Currently repairing permanent damage is harder than a Raise Dead but easier than a Resurrection. Is this too much? Should lesser magics be permitted to repair limb loss?
Yes. It would be better to stab yourself in the face and get raised then be healed after getting permanent damage (not that I think permanent damage would *ever* occur in a real game; the only possible situation is if you get dropped to -11 or so, and even then you're unconcious so you'd just get CDG'd anyway). Well, the loss of a level could be bad, but it's better that than be totally useless if you lost an arm or something.

EDIT: The wheelchair is kind of weird in that, since you can't take ten on strength checks, the average person is going to be, 50% of the time, rooted in place, and if you do rule you can take ten on strength checks, strong people would go around in wheelchairs because they are faster. Plus, since you can draw weapons as part of a move action anyway, you don't really lose anything by riding a wheelchair in combat, assuming you have a +14 strength bonus.

Last edited by Milskidasith : 06-21-2010 at 12:25 PM.
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Old 06-21-2010, 12:32 PM   Top  -  End  -  #14
Obrysii
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

Quote:
Originally Posted by Milskidasith View Post
EDIT: The wheelchair is kind of weird in that, since you can't take ten on strength checks, the average person is going to be, 50% of the time, rooted in place, and if you do rule you can take ten on strength checks, strong people would go around in wheelchairs because they are faster.
Quote:
Originally Posted by Obrysii
In general, you may take 10 on any Strength check regarding moving the wheelchair.
Well, yeah. People might consider going around in a wheelchair regardless, just to go faster, but that's the case in real life, too, right?

People don't like inconvenience. Sure, those who look only to mechanical boosts would use it - but who would seriously opt to use a wheelchair instead of walking from an RP or "realism" perspective?
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Old 06-21-2010, 12:35 PM   Top  -  End  -  #15
Milskidasith
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

Quote:
Originally Posted by Obrysii View Post
Well, yeah. People might consider going around in a wheelchair regardless, just to go faster, but that's the case in real life, too, right?

People don't like inconvenience. Sure, those who look only to mechanical boosts would use it - but who would seriously opt to use a wheelchair instead of walking from an RP or "realism" perspective?
Anybody with a +5 strength bonus?

RP is not a valid reason to explain imbalance, even if it is relatively minor (giving all strong melee units a 60 foot move speed).
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Old 06-21-2010, 12:54 PM   Top  -  End  -  #16
lesser_minion
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

Quote:
Originally Posted by Milskidasith View Post
Which makes it relatively useless; anything that's going to injure your limb is going to kill you.
I don't see this as so much of an issue -- whether rules exist for amputations or not, surviving them shouldn't be particularly easy.

The usual points against called shots apply, however -- in order to realistically handle injuries to particular parts of the body, you have to be prepared to handle armour in more detail, and probably move away from the convenient assumption that armour either renders a blow ineffective or it does nothing at all.

That already entails gutting and re-writing a fairly big chunk of the rules.
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Old 06-21-2010, 01:26 PM   Top  -  End  -  #17
Milskidasith
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

Quote:
Originally Posted by lesser_minion View Post
I don't see this as so much of an issue -- whether rules exist for amputations or not, surviving them shouldn't be particularly easy.
It's needless complexity. If we can assume magical healing, PCs above fifth level being beyond all but the strongest heroes (who aren't mary-sues, though that's debatable since PCs probably could beat up mary-sues by level 8 or 9), and add in the fact the saves to actually avoid death by injuring a limb are impossible, the system doesn't add anything to the game. Plus it punishes melee more than spellcasters, which is, again, not exactly good.
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Old 06-21-2010, 01:48 PM   Top  -  End  -  #18
big teej
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

not being a huge rule monkey, i'm not sure if i can contribute all that much, however, limb/organ loss has popped up in my game, and perhaps that story will help


PC rogue is attempting to pick the lock on a door, he fails miserably, triggering a needle storm trap onto his face

he took something like 1d3 damage, and as i went to move on the player asked me
"did i get hit in the eye"

i proceeded to get the expression a DM gets when a player just gave them an idea (much to the chagrin of my player)


so i had him roll a percent to see if he got hit (a simple 50/50 shot, he either got hit in the eye, or he didn't)

he made it, no eye poking.

-helpful part-
if he HAD been struck in the eye, i simply would have ruled his character has lost the eye, and may or may not incur spot check penalities (most likely would have, - 1 or -2 )
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Old 06-21-2010, 01:50 PM   Top  -  End  -  #19
Milskidasith
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

Quote:
Originally Posted by big teej View Post
not being a huge rule monkey, i'm not sure if i can contribute all that much, however, limb/organ loss has popped up in my game, and perhaps that story will help


PC rogue is attempting to pick the lock on a door, he fails miserably, triggering a needle storm trap onto his face

he took something like 1d3 damage, and as i went to move on the player asked me
"did i get hit in the eye"

i proceeded to get the expression a DM gets when a player just gave them an idea (much to the chagrin of my player)


so i had him roll a percent to see if he got hit (a simple 50/50 shot, he either got hit in the eye, or he didn't)

he made it, no eye poking.

-helpful part-
if he HAD been struck in the eye, i simply would have ruled his character has lost the eye, and may or may not incur spot check penalities (most likely would have, - 1 or -2 )
Losing an eye for taking a couple damage is... well, it depends on the level. At level 1, taking a few damage could have been reasonable, but beyond that, 2 damage is such a small amount it isn't really a wound at all.

If you meant he temporarily got penalties, and not that he flat out lost his eye permanently, then it would be reasonable, but I just don't see the point of permanently costing a player his eye (even if at very low penalties) for such small amounts of damage.
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Old 06-21-2010, 02:30 PM   Top  -  End  -  #20
lesser_minion
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

Quote:
Originally Posted by Milskidasith View Post
It's needless complexity. If we can assume magical healing, PCs above fifth level being beyond all but the strongest heroes (who aren't mary-sues, though that's debatable since PCs probably could beat up mary-sues by level 8 or 9), and add in the fact the saves to actually avoid death by injuring a limb are impossible, the system doesn't add anything to the game. Plus it punishes melee more than spellcasters, which is, again, not exactly good.
I assumed you meant from a realism perspective (i.e. that it's not very realistic to have vast numbers of characters survive limb loss).

The reason these rules weren't in the book was because realistic limb loss carries no real benefit without heavily re-writing the system, in the same way as called shots don't.

That doesn't have to stop you using such rules in your games, however, even though it is a lot of work for little real benefit.
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Old 06-21-2010, 05:20 PM   Top  -  End  -  #21
Psionic Dog
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

Obrysii: Nice idea on the wheel chair, but a 60ft movement speed doesn't sound right. A 60ft double move is as fast as a commoner running the quarter mile dash, and in a setting where smooth surfaces would be rare and any fine workmanship often blended with magic it probably wouldn't happen by a mundane chair.

Maybe...
Wheel Chair: This contraption provides mobility to creatures with double leg loss. A creature in a wheel chair may push themselves on level ground at 1/2 speed as long as one arm is used to push. This increases to 2/3 speed if moving down hill and slows to 1/3 speed if moving up hill.

A creature in a wheel chair may alternately be pushed by another. The pusher is considered to by carrying 1/4 the pushed characters weight on a smooth surface or 1/2 the pushed characters weight on a rough surface.

Cost: 200 gp.


Milskidasith:
I don't think we're quite seeing eye to eye, and I can't figure out what it is you're complaining about.

Limb Loss equals death? Are you trying to tell me that the conditions of loss are so high that you think a character will be killed by anything that damages a limb, or that in your view in any realistic system loosing a limb should result in instant death? I'm afraid I have to disagree on both counts.

And grasping at straws at damage types? No not really, and everyone else seems to feel the same way. Sure someone could make tables of what types of damage do what types of penalties, but I'm not trying to publish a book just yet and feel that level of detail isn't worth the extra complexity. The idea was to add more realism and grit in a rule package small enough for someone could memorize, not to provide perfect realism in a system that requires an index.

Now, what was that with getting stabbed in the face? A Raise Dead has a market value of 5,450 gp and you loose XP. A Regenerate casting has a market value of 910 gp and no xp loss. (values found from Spell Casting Services chart in PHB) I can't see the advantage.

It looks like we'll just have to agree to disagree on a lot of this stuff.


Now, about the Cost of Recovery:
I've been convinced. My original thinking was that by RAW raising the dead truly is easier than replacing a lost limb, and so wanted to keep this as close to RAW as possible. However as noted, RAW is frequently thematically stupid and in this case ought to be modified.

Lesser Restoration: Can accelerate the healing of a single limb or organ suffering temporary damage by 1d4 days per casting. A DC 15 heal check may be made at the same time to replicate long term care so as to effectively double the bonus healing.

Restoration: Can instantly heal a single limb or organ suffering temporary damage, or cause a single permanently damaged limb/organ to rejuvenate over the course of a single nights rest (4 hours). Can be duplicated by Limited Wish.

Greater Restoration: As Restoration, but provides healing to all damaged limbs or organs.

On Called Shots:
It was noted as an optionally to this variant for a reason. People like making called shots, but others like armor pieces. It's not for everyone and is not essential to this rule variant.

I'm currently working on an entire DnD project rule re-write, so maybe someday I'll have a section on called shots and armor protection, but today isn't that day.
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Old 06-21-2010, 05:35 PM   Top  -  End  -  #22
big teej
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

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Originally Posted by Milskidasith View Post
Losing an eye for taking a couple damage is... well, it depends on the level. At level 1, taking a few damage could have been reasonable, but beyond that, 2 damage is such a small amount it isn't really a wound at all.

If you meant he temporarily got penalties, and not that he flat out lost his eye permanently, then it would be reasonable, but I just don't see the point of permanently costing a player his eye (even if at very low penalties) for such small amounts of damage.
well, when i read "needle strorm" i think 'large ninja throwing needles' not 'sewing needles'

and I really don't want to sound sarcastic, but for the life of me i cannot think of another way to word this (it may have something to do with the rack of ribs i'm eating )

but!
i'm fairly positive if bob had a needle propelled through his eye, he wouldn't be able to see anymore.

-potentially off topic rambling-
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Old 06-21-2010, 06:03 PM   Top  -  End  -  #23
Milskidasith
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

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Originally Posted by big teej View Post
well, when i read "needle strorm" i think 'large ninja throwing needles' not 'sewing needles'

and I really don't want to sound sarcastic, but for the life of me i cannot think of another way to word this (it may have something to do with the rack of ribs i'm eating )

but!
i'm fairly positive if bob had a needle propelled through his eye, he wouldn't be able to see anymore.

-potentially off topic rambling-
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The thing is, at higher levels, losing an eye is not adequately represented by 1d3 damage. If you have 100 HP, you simply wouldn't get hit in the eye by getting hit for three damage.

Think about it this way: If you were level 1, getting hit for 25 damage from a mace would probably involve the enemy playing golf with your head, while at level 20 getting hit for 25 damage would probably involve the enemy giving you a glancing whack on one of the more heavily armed points on your armor. Same with the needles; at level 1, 1d3 might be enough for it to seem relevant (with a roll of a 3 and very low con), but higher than that, permanently losing your eye is like, well, having your head knocked off by a low damage blow; the damage done is very disproportionate to the result.
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Old 06-21-2010, 06:13 PM   Top  -  End  -  #24
big teej
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

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Originally Posted by Milskidasith View Post
The thing is, at higher levels, losing an eye is not adequately represented by 1d3 damage. If you have 100 HP, you simply wouldn't get hit in the eye by getting hit for three damage.

Think about it this way: If you were level 1, getting hit for 25 damage from a mace would probably involve the enemy playing golf with your head, while at level 20 getting hit for 25 damage would probably involve the enemy giving you a glancing whack on one of the more heavily armed points on your armor. Same with the needles; at level 1, 1d3 might be enough for it to seem relevant (with a roll of a 3 and very low con), but higher than that, permanently losing your eye is like, well, having your head knocked off by a low damage blow; the damage done is very disproportionate to the result.
aha, i understand

would it help at all if i said this was a level 1 homebrew ninja thingy? (if memory serves correctly, d6 hit die)
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Old 06-21-2010, 06:47 PM   Top  -  End  -  #25
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

This is an excellent post. Thank you.
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Old 06-21-2010, 10:01 PM   Top  -  End  -  #26
Milskidasith
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

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Originally Posted by big teej View Post
aha, i understand

would it help at all if i said this was a level 1 homebrew ninja thingy? (if memory serves correctly, d6 hit die)
That makes it more reasonable, yes. I wasn't sure of the level of the character; at level 1, you are fairly frail, if still somewhat above average.
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Old 08-29-2010, 02:51 AM   Top  -  End  -  #27
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

Okay, I like this rules variant. I've decided to use it for my upcoming fighter fix. I just want to make sure you're okay with this before I post it. I'm going to credit you and link to your thread.
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Old 08-29-2010, 07:55 AM   Top  -  End  -  #28
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

Arcane spell failure as penelty to arm damage?
If you have broken bones do you need concentration check?

However i like it. I'd see more from you :)
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Old 08-29-2010, 11:50 AM   Top  -  End  -  #29
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Default Re: Limb Loss [3.5 Rule Varient] [PEACH]

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