Zeful
2010-06-22, 12:04 AM
I had some idea to beef melee fighting and try to balance out high level play (and by balance I mean the ability for non-casters to remain competitive).
Maiming: When a melee attack deals damage equal to or greater than a creature's Constitution score the target must make a Fortitude Save against a DC 10+1/2 attacker's hit dice+Attacker's Strength Mod or be Maimed. A maimed creature suffers a -1 penalty to attack rolls, skill checks and saving throws until he is healed (detailed below). He also has his speed reduced by 5 feet, and receives a 10% spell failure chance for a spell cast with somatic components. A character maimed may make a DC 15 Concentration check as a free action to avoid the penalties until he preforms any of the following: Moves more than 10ft in a round, attacks, casts a spell with a somatic component, or takes damage equal to his constitution modifier. A maimed character may also take a full round action to preform a DC25 Autohypnosis check to avoid the penalties until the end of the encounter, though he takes 1 damage every round from his injuries.
A maimed character is hard to heal. While maimed a creature does not heal naturally (unless the creature possesses the ability to regenerate) and magical healing will not remove the maimed status unless the amount of damage healed at once is equal to or greater than the amount of damage that inflicted the maimed status. To heal a maimed character a DC 15 Heal check is required, this check takes ten minutes to properly set bones, clean the wound and wrap it to prevent further injury. After this the creature heals normally from both natural healing and magical healing.
How balanced would this be?
Maiming: When a melee attack deals damage equal to or greater than a creature's Constitution score the target must make a Fortitude Save against a DC 10+1/2 attacker's hit dice+Attacker's Strength Mod or be Maimed. A maimed creature suffers a -1 penalty to attack rolls, skill checks and saving throws until he is healed (detailed below). He also has his speed reduced by 5 feet, and receives a 10% spell failure chance for a spell cast with somatic components. A character maimed may make a DC 15 Concentration check as a free action to avoid the penalties until he preforms any of the following: Moves more than 10ft in a round, attacks, casts a spell with a somatic component, or takes damage equal to his constitution modifier. A maimed character may also take a full round action to preform a DC25 Autohypnosis check to avoid the penalties until the end of the encounter, though he takes 1 damage every round from his injuries.
A maimed character is hard to heal. While maimed a creature does not heal naturally (unless the creature possesses the ability to regenerate) and magical healing will not remove the maimed status unless the amount of damage healed at once is equal to or greater than the amount of damage that inflicted the maimed status. To heal a maimed character a DC 15 Heal check is required, this check takes ten minutes to properly set bones, clean the wound and wrap it to prevent further injury. After this the creature heals normally from both natural healing and magical healing.
How balanced would this be?