One of the things that I have taken to doing when describing combats is to occasionally describe a specific injury that PCs have done to their opponents. For example, in a recent combat, the dwarf took a wing off one of the white dragons she was fighting.
Of course, the 3.5e rules don't actually give any scope for this: creatures have hit points same as PCs, and they're supposed to be unimpeded by raw damage until they reach 0.
But then, boiled right down D&D combat can be quite dull - the fighter and the monster square off, and they just proceed to trade Full Attack actions until one of them falls. And while 3.5e does allow for things like disarms, sunders, bull rushes, and trips, the truth is that those systems very rarely see use - the trade-off is too great unless a character is built specifically to use them (in which case, of course, he'll always use them, which isn't really any better).
I have a couple of guidelines I use:
- I only apply specific injuries to 'significant' monsters. In the example fight, I described a specific injury for the 100+ hit point dragon, but tended not to bother with the 25 hit point drow - there was little point. (Though, actually, I think there was one...)
- A specific injury tends to occur on a 'significant' blow - on a critical hit, or when the monster becomes "bloodied" (3.5e doesn't actually have the term, but it was a distinct improvement introduced in 4e. Basically, it means the monster hits half hit points).
- Because specific injuries are [i]extra[/i] effects, they are entirely under my control - PCs cannot attempt to cause one of these injuries. (Otherwise, I can see them spamming attacks on enemies' sword arms!)
- A specific injury has some (fairly minor) effect on the ongoing combat: the monster loses a movement mode, is slowed due to an injured foot, loses one of several natural attacks, or something like that.
- Specific injuries only ever apply to monsters. It's one thing for a giant to lose a limb - it's probably not going to be seen again. It's quite another for a PC to lose a limb, and thus be permanently hampered from that point onwards. Of course, games like Warhammer Fantasy Roleplay include specific injuries, and they can be quite good fun in their own right. But for me, for D&D, it's something I'd like to avoid.
Ultimately, what I'd like to see is more interesting events in combat. I'm inclined to drop some of the penalties associated with sunders, disarms, and the like so that they become more viable (and, at the same time, reduce the effectiveness of the "Improved..." feats). Indeed, I would like to introduce more scope for players to describe [i]their own[/i] special moves, rather than just picking from the pre-set four. (I'll need to dig out "The Book of Iron Might", which provides lots of guidelines for this.)
And I'd like to see some expansion of the options surrounding critical hits. At the moment, a crit is just a chance at extra damage. But what if, on scoring that nat-20, the player could decide that instead of going for the extra damage, he would instead attempt to disarm his foe (in addition to the normal damage of the attack). Indeed, there could well be a high-level feat/power (which I would call "Boom! Headshot!") where if the PC scores a threat he can go for the kill; on a confirmed crit, the target must then save or die.
(That would make the insta-kill happen on about 1% of attacks, which is rare enough to be fun and interesting, but common enough to be worthwhile. Given that the Wizard gets access to disintegrate at similar levels, I see no harm in also letting the Fighters have their save-or-dies.)
But at the moment, all of that is still work-in-progress.
I quite often built my bad guys to use sunder or disarm (especially sunder, since my players had a habit of paying for a +3 sword and actually making it a +1 flaming shock sword, or the like). Actually helped me in a few cases balance out the munchkinning of certain members of the group. But yeah, the baddie then used it all the time and had to be specially built for it.
ReplyDeleteOne of my players quite regularly asked to "stab it in the eye" or similar. I had to explain there were no real mechanics for this, so he couldn't do it. But it's a pretty sensible thing for a character to do. He was a monk, wanted to leap onto the dragon's back and stab it in the eye. Makes sense, and he had the skills for it, but I had to say no. Hard how to introduce this in with hit points though.
I thought the 3e cure spells mentioned limbs growing back and suchlike. Might be heal. Odd for a system that doesn't have the mechanics for it!
Regenerate, amongst others.
ReplyDeleteAs far as I'm aware, the only way to lose a limb in 3e is to the Vorpal Sword.
And, yeah, those +1 flaming shock longswords are a real pain! See my previous post on that topic. :)
"Your arm gets hacked off, but it has no discernible effect and you carry on wielding your greataxe as before..."
ReplyDeleteSunder them! You do feel a bit sorry though, because your baddie with a +3 greataxe can destroy every magic weapon the group have before they kill him. Maybe they won't pick such stupid weapons next time. Also softens them up for the next encounter...
The problem is that if you break a PC's hand (especially a two-handed weapon wielder), that character is basically out of the adventure. If you sever the hand, that character could well cease to be fun to play, permanently. (And, of course, in a realistic setting, severing even just a hand should be fatal, unless the character receives medical attention [i]very[/i] quickly. Long swords are not lightsabers!)
ReplyDeletePlus, of course, it's a convention of the stories/films/etc that we're modelling that the heroes don't as a rule suffer these sorts of wounds. (Obviously, that's not absolute - Zander's eye, G'Kar's eye, Luke's hand, etc) In fact, even when they're captured, tortured, and helpless, they still don't suffer those sorts of permanent injuries.
(In the specific case of Buffy, that's actually exactly what the vampires should do - if there is one Slayer per generation, then the sensible thing to do is capture her, remove her hands and feet, but keep her alive so the next Slayer isn't called. But of course they never do that - a big thing is made of Spike having killed two Slayers... but actually that's entirely pointless, because it just means the next one gets activated.)
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As regards the destruction of equipment - again, that's something that has massively fallen out of favour in the game. Time was that characters would make sure to carry a backup weapon, that they wouldn't be absolutely dependent on a single, specific item, and that after an encounter with a rust monster they would just soldier on.
Nowadays, players go to great lengths to specialise their characters to use one specific weapon, they invest almost all of their wealth in the most powerful magical version they can get their hands on, and so if they lose that item for any reason they lose most of the character's effectiveness.
At best, the likely response to this is that they'll have their characters retreat, admit defeat on this adventure, and proceed with a lengthy process of earning gold to buy a new +1 flaming frost greatsword. At worst, they'll rip up their character sheet or storm out of the game.
Taking something away from a PC (whether by sundering an item, level drain, or whatever) is a very risky business. It really shouldn't be, but that's essentially where we are.