So, I've got nothing against the
Let's Design a Non-Vancian Casting System and I recommend it heartily to anyone; it's shaping up fantastically. I presented some ideas that got shot down but in all fairness to those involved, my ideas and ambitions really
were beyond the scope of the casting system. So, I've created a new topic for them to get some advice and some opinions.
The Problem: Conditions, or "Status Effects" in
D&D are too complicated for their own good
The Proposed Solution: Change portions of the system from the ground up
...
8/18/2009I haven't finished moving most of my ideas here from the original thread yet, so please bear with me. If some of this seems like it's out of left field, that's okay, it's still missing the explanations and the "important" stuff.
DYING AND DEATHNo one likes to die, especially not when you've invested a lot in a character. Death is a necessary evil, however, as it helps drive some of the story. Regretfully, at times,
too much of the story. Death symbolically results the "ultimate failure" of a character (or in some cultures, failing to die in battle is actually worse) and actually represents one of the more
unrealistic aspects of D&D. People (unfortunately)
survived battles all the time; often they would succumb to their wounds days, weeks, or even
years after receiving them.
Admittedly, this isn't always as exciting as putting your life on the line and coming up short in dramatic fashion, but how anticlimactic is it when you've also got a whiny player or a wussy DM who isn't willing to let go of a character? Death should be something that the players (and DM) have far more control over.
An important note is that "bloodied," "dying," and "death" function exactly as described here, with no need to reference any other material. There is no "takes damage when performing strenuous actions" malarkey. This is it, folks.
-- bloodied --(less then 50% total hp)
(
Critical hits automatically confirm?)
-- disabled --(reduced to 0 hp or less)
Partial actions only
-- dying --(sustain a "critical hit" while disabled)
Mental actions only
DISTRACTIONWhere "dying and death" represent a character's bodily functions and overall physical fitness, the Distraction condition track represents a character's ability to perceive the world around them and how that information is transmitted to their nervous center (or supernatural decision-making center). Nothing is above distraction, not oozes, not constructs, not undead. Now, critters might not be affected by certain
methods of causing distraction. For example, undead might be more easily distracted by a cleric's "holy power" and animals might be more easily distracted by a druid's "call of the wild."
Distraction and its "worse" stages are NOT a "relative" condition. When a creature is "distracted" is is considered "distracted" towards everyone and everything -- it's vulnerable. A character or creature may be distracted when badly wounded or crippled, taking ongoing damage, dazzled, blinded, or deafened such as when fascinated by an illusion, or other similar effects.
Similar to how "dying and death" supersedes any preexisting death-based conditions in 3.5, "distraction" precludes any and all conditions related to perception and distraction, such as flat-footed, surprised, dazzled, blindness, light sensitivity, deafness, etc. Plus, a spellcaster who is casting in a storm, casting while riding a horse, casting while on fire, or any other for of distraction that forces a Concentration check normally (even casting spells while impeded by wearing armor) are now "Distracted" instead of anything else. Climbing, balancing, running, or other actions that might cause a loss of Dexterity to AC now cause distraction instead.
-- distracted --Loses DEX/WIS/insight or other "sensory" bonuses (whether to attack, AC, or otherwise).
Fails Listen and Spot checks to notice things or else takes a substantial penalty (like -10 or something).
-- disoriented --In addition to above, character's action have a 20% chance of failing (attacks and skills, mostly).
-- confused --In addition to the basic effect, character's actions have an additional +20% chance of failing (40% total).
I have one more condition track in mind that I haven't developed yet, which specifically represents mental conditions.