I was playing God of War again, which has lots of great bosses and ridiculous amounts of violence. And it got me an idea:
In many RPGs, player characters go unconscious when they lose their last hit point, but are actually dead only once they reach -10 hp. For the sake of simplicity, this is often ignored for enemies, and once they are out of hit points, they are simply dead for all intents and purposes. However, to add a little more gritt to my campaign, I plan to adopt a rule that any enemy brought to exactly 0 hp is not outright dead, but severely enough wounded to go down and lose the ability to fight, move, or even make any loud shouts. So at the end of a fight, there’s a certain chance that two or three of the defeated enemies are still not quite dead and semi-conscious. It’s then up to the players to finish off the dying, ask them a few last questions, use magic healing or treat their wounds so they will survive, or just leave them behind to die.
In Astonishing Swordsmen & Sorcerers of Hyperborea and probably most OSR games, a Trauma Survival check might be appropriate for enemies who are left to die, but the chace for that (default 75%) seems much too high. I probably go with an Extraordinary Feat of Constitution in AS&SH, which would only be 4% for most enemies, and maybe 8 or 16% for the tougher ones. Of course, if an enemy should survive, the GM would be pretty much obliged to have that NPC appear again later on in the campaign.
I can very much see why such a rule doesn’t appear in most RPGs, though I would kind of expect to see it in Lamentations of the Flame Princess. I’m usually not a fan of gore, but I think in this case some additional appaling consequences of violence can go quite a long way to reinforce the feeling of Sword & Sorcery, and also is a great opportunity for players to flesh out the peculiar personalties of their characters.
I recently found this video series in the creators thread at the EN World forums, and I think it’s something that should really be shared around more.
Despite the title, it’s not just about creating a 1st level human fighter (as the lengths might indicate), but he also goes into detail about a good deal of other parts of the game and how they change over time. As someone who started with D&D in 1999, a lot of things on the older editions have always struck me as really weird or nonsensiscal, but they are not actually that silly when you hear them explained in context. And some are actually quite cool, once you understand what the creators had in mind. (As I frequently mention, TSR D&D was just horribly bad at explaining things to new readers.)
These masks are made from wood or bone, but sometimes more exotic materials as well. Most cover only the upper half of the wearers face or leave an open space for the mouth. They are usually painted in stark colors or decrated with feathers or leaves. These masks are used by shamans to help them communicate with spirits, as it makes them appear not quite human and separates them from the mortal world, and allows them to peer into the spiritworld and see things normally hidden from human eyes. Each mask is different in both appearance and specific abilities and the more powerful ones have often been handed down from masters to apprentices for many generations. Common abilities are:
- Infrared Vision (as the spell).
- Detect Magic (a limited number of uses per day or permanent).
- Surprised by spirits only on a 1 in 6 chance.
- +2 or +4 Willpower bonus on saving throws (replaces and does not add to the modifier from Wisdom).
- Immunity against fear.
- Immunity against mind reading and mind control.
- +2 or +4 bonus on reaction rolls against spirits.
- Observers are unable to identify the wearer of the mask and can only remember his clothing (including the appearance of the mask).
- Wraithshape one or three times per day.
- Permanent charm person.
- Suggestion three times per day.
I made my first own character sheet yesterday, and having used them in our campaign today, one element I included already proved to be really quite useful. What I did with the space for inventory was to split it into two tables. One for items worn on the body, and a separate one for items in the backpack.
The reason for this is simple: If you are using Encumbrance in your game (and I recommend taking a look at this very practical system to manage it), players have many reasons to consider leaving behind most of their gear in a camp or with followers to explore and fight without being encumbred. It’s particularly useful for thieves, who often need to have no encumbrance at all to use their abilities and rarely have high strength, but can also become very relevant if the PCs have already collected a lot heavy treasure that could weigh them down considerably.
By making the content of the backpack a separate table from the rest of the inventory and writing down the total amount of load for each, it becomes a lot easier to see what difference it makes when the backpack is dropped. It seems obvious to me now, but I think all character sheets should structure their inventory this way.
I also made separate boxes for coins that are carried in a coinpurse on the character, in the backpack, or stored in a vault at a home base. In most games, characters can become ludicrously rich, and it would be nonsense to carry around hundreds if not thousands of kilos of gold and silver all the time. Also, it’s less painful when the characters happen to get robbed or lose all of their gear. (And allows for NPC burglarizing the PCs home while they are away.)