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Realism II



I can see this subject becoming a recurring topic on this blog, as I think of things that just don't seem "right" – to me.

I'm rethinking Fortitude Saves.

I was watching an episode of RivermonstersUnhooked this morning. Jeremy Wade was hunting for river dwelling sharks and rays. The rays are what got me to thinking. Their spines contain flesh rotting venom as well as flesh rotting bacteria. You will get lifesaving medical attention promptly, or cut your leg off at the knee. There is no amount of "constitutional fortitude" that will let you survive it. So . . . why an automatic Fortitude Save in the game?

It has been suggested that I go "back" to 1st Edition's "Save or Die" method, but that's not really the case either, since you can be "saved." No, I'm just thinking that there needs to be some adjustment, at least in my game. In some cases, you're going to need a successful Heal check – or a Cure Light Wounds – or your companions will be amputating your leg/arm. Such a situation adds realism to the game, even more, it adds spine tingling suspense! Willyour character survive? Don't touch that dial!

Where Fortitude Save will come into play is . . . buying your character time! Willthe poison kill your character before your companions can get him/her some help? In real life, some people make it to the doctor . . . but some people don't. To me, that represents "constitutional fortitude." So, the Fortitude Save roll will indicate whether or not you survive long enough to be saved by "medical treatment" (Healand/or Cure Light Wounds) or whether your character dies before your friends can get you any help.

At present, I'm thinking that Heal or Cure Light Wounds will be sufficient to stop the progression of the damage, but something stronger -- like Cure Serious Wounds -- will be needed to reverse the damage. Haven't quite decided that point yet.

This position adds the right amount of Realism to the game for me. The way 3.5 Edition does it . . . doesn't. Roll a Fortitude Save and the poison doesn't even take effect, except that's not how it really works. That method isn't even close. I think the method that is evolving in my mind is a truer representation of how it really plays out.



Then there's the DC 15 Fortitude Save to see if you remain conscious while they remove your leg. Another Fortitude Save DC 15 to see if the poison spread past the leg. Leg removal will grant a +5 to the player's roll.

I feel another "House Rule" coming on. Yeah, my players are going to love this!

Mwahahahahahahahahahaha!

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