This is a voluntary opt-in advertisement. Any profit generated goes to Comic Fury for hosting.
Page 933 in Cocoyashi Village
first Latest
Page 933

first Previous Next Latest
Average Rating: 5
Number of people who have voted: 3

By the same author as Grand Line 3.5

That was WAY too close!

9th Dec 2016, 12:20 AM

Most of the time in any Table Top game, you either know full well if you're going to live or die from a attack. Either the dice are blessed and you barely get a scratch, or you take enough damage to get yourself killed several times over.

But if you're lucky, or unlucky enough, you just BARELY manage to survive the falling rocks or Orc's axe swing. Tell a time where something bad happened to your or someone else's character, and you/they managed to survive by the skin of their teeth.

edit delete reply


9th Dec 2016, 2:06 AM
"Shotguns OP"

So, in this 3.5 game I'm playing, the setting is a post modern apocalyptic setting. Magic and most of the base races from D&D 3.5 are a thing, as are modern and post-modern firearms. Shotguns in particular have massive damage potential at close ranges. I'm playing a small and upcoming mercenary leader, and accompanying him is a monk who is attempting to start a community (don't ask) and has hired him as security. The monk is also a PC at the table, and we were level 4 or 5 at the time. So me and the monk are patrolling an area and get into a fight with a group of bandits. I get shot three times by one of the bandits who got a bit to close to me with a shotgun and I go down to negatives. I stabilize naturally (the monk was being suppressed at the time and could not get to me to heal me) at -8 hp. The thing about this is that we were using the Armor as Damage Reduction variant found in the 3.5 SRD. My armor gave me a DR of 1. I got shot three times, and my DR applied 3 times. Armor literally saved my characters life. Thankfully we managed to survive that encounter due to some preparation I had done in the event my character went down.

edit delete reply


9th Dec 2016, 4:01 AM
"That 5% Chance"

I play Pathfinder primarily. In one campaign session, we were in some ancient cyclopean ruins and my character, an alchemist with the wings mutation, saw a magic sword on the ground. Feeling it was an obvious trap, we used detect invisibility and ample perception checks, but just could not find anything there, and the room was bare, so I chanced it and moved forward.

Turns out the floor was a trapper perfectly camouflaged and waiting for one of us to set foot on top of it, at which point it attacked me. It managed to hurt me pretty bad and grapple me to boot, but I succeeded in breaking free of the grapple. I knew staying still was a definitive death sentence since my party would not be able to kill this thing soon enough, so I used my remaining move action to fly away. It took an attack of opportuinity and hit, knocking me down to 1hp. Now the grapple roll. It literally cannot fail with its ridiculously high modifier.

It rolls a 1.

Holy shit. I KNOW it was not for lack of trying either because the DM hated my character, whose depraved NE tendencies and Karma Houdini status left him irked (ours was a pirate campaign). From that day forward, my character took every extra precaution to avoid death, and the campaign succeeded with him still alive.

edit delete reply


9th Dec 2016, 5:53 AM

My brother's character in our homebrew horror campaign just barely survived a pretty nasty fall from a mountain when trying to escape from a mob of creepy, violent villagers. Even though we had decided that instadeath would not be fun and that characters should always get at least one more attempt to survive a critical failure, the frequency of life-and-death rolls in a horror campaign was great enough that the threat of death was hanging over the characters' heads pretty much all the time. Like in CoC, nobody should get too attached to their characters in this setting.

Anyway, when his balance and balance recovery rolls failed, he was entirely prepared to lose this character to a desperate, clumsy escape attempt down a nearly vertical cliff wall with no climbing equipment. As GM, I ruled that I would make one last roll to decide the circumstances of the fall, though the height made it very unlikely that it would matter much, except as to whether he dies right away or whether he gets to enjoy a slower, more painful death from multiple internal injuries and massive blood loss.

Surprisingly, I rolled the bare minimum required for the character's survival. The final ruling was simply that the fall had been slowed down by vegetation growing on the side of the cliff wall. The character broke his leg, his arm and a few of his ribs and received a mild concussion that made his mental rolls harder for a length of time, but he was alive.

Which was convenient for me too, since his survival kicked off another, related adventure where, once he received the medical care he needed, he reported his findings to the police, who in turn went to investigate.

edit delete reply



9th Dec 2016, 10:35 AM

"Most of the time..." is technically true, but in some systems it is more "50%+1" than "9 times outta 10".

The main reason I end up going further the opposite direction (like 99% of the time) is a combination of how different systems resolve death and GMs that were probably being a little to generous with us. ;) It has been a while so I'll just ask: does Pathfinder/D&D just have you take a certain amount of damage and then die, have you roll a "death check" once you have taken a certain amount of damage to see if you die, or both.

I'm used to not only both, but before you risk death, you risk passing out instead... which in a gritty, realistic game is as good as dead. Anywhere else? Probably just a setback that could be major or just minor. ;)

edit delete reply


9th Dec 2016, 12:36 PM

I'm not familiar with Pathfinder, but in DnD 3.5, if you hit -10 hp, you're dead. If you're at -1 to -9, every round, you lose one hit point unless you roll 1-10 on the d%.

In DnD 5.0, if you go below 0, you make a "death save" every round, 50% of failure, 50% chance of success. Three successes: you live. Three failures: you die. Nat 1 counts as two failures, while nat 20 puts you back up to 1 hp.

edit delete reply


9th Dec 2016, 2:18 PM

Pathfinder is a bit similar to 3.5 is how the dying condition works. You are dying when ever your enters the negatives and die when the negative hp total exceeds your Con score. So a character with an 18 Con wouldn't die until he was at -18 hp, but a character with a 10 con would die at -10 hp. Every round you get to make a Con check vs a DC 10, but you take a penalty to the check equal to your negative hp, so effectively its a Con check of a DC 10 + how far below 0 hp you are.

edit delete reply


9th Dec 2016, 2:23 PM

Forgot to mention,but there is a rule for 3.5 called the massive damage rule. If anything takes more than 50 damage from a single attack they must make a DC 15 Fortitude save or die. This rule is also present in Pathfinder, but as an optional rule, and instead of 50 hp, it is half the characters hp total with a minimum of 50 damage.

edit delete reply



12th Dec 2016, 2:56 PM
"...because I actually DO like comparing these things. ;)"

I see.

Interesting how it all compares. Most of the other RPGs I played back in the day are vague memories so all I remember is GURPS (because I kind of use that still). Being GURPS it seems overly complicated, but once you get used to it (and how it interacts with other rules), it starts to make sense. So for those that might actually want to compare the two but don't want to Google for the GURPS rules:

First remember GURPS is a point-buy system, so your scores reflect how much you want to invest in this area. There are a lot of Traits you can take that will affect the following numbers, but I'm keeping it simple and leaving them out.

Hit Points (HP) starts out equal to Health (HT); a regular human starts out with HT and HP of 10. Raising HP is inexpensive, but realistic games only allow you to vary from your HT score by 30% (either direction).

When you have <1/3 your full HP, you're injured enough to impair performance (even if they aren't fresh injuries). Your Move and Dodge scores are halved. Less than 1/3 HP means this applies in addition to the next few things; this part just kicks in first even if you're not badly hurt enough to risk dying.

At 0 (or less) HP you have to make a HT roll at the beginning of each turn to remain conscious, with a penalty of -1 per full multiple of your HP you're below zero. You can avoid having to roll to stay awake if you Do Nothing for your turn (yes, that is the name of a specific combat maneuver in GURPS XP). Again, this stuff is cumulative; you don't get to a point where you can stop worrying about this until you're character's dead. ;)

At when your HP goes fully negative, expressed as -1xHP, you make an immediately HT roll. Success means you stay alive and can keep fighting. Failure by 3+ means you immediately die. Failure by 1 or 2 is a "Mortal Wound". Short version is you're probably gonna die, you are incapacitated (but possibly still conscious), but you might still be able to pull through. Complicated, but it matches some of the exceptional cases in reality and the cliché cases in a lot of fiction. XD

Death checks occur for each negative multiple of your full HP score you reach, until you get to -5xHP. So at -5xHP, you're automatically dead. Given the fantastic nature and exotic elements present in many settings, there is one further threshold of -10xHP; this is the point where things like resurrection, reanimation, etc. are no longer possible.

So as an example, a human with HT 12 starts slowing down when his remaining HP is 4 or less. He starts rolling to stay conscious at 0 HP. His first death check is at -12, then four more at -24, -36, -48, and finally -60 HP. At -72 HP he's dead without a roll. At -120 HP his corpse is so destroyed that even if the setting allows you to raise the dead, he's staying dead.

edit delete reply


9th Dec 2016, 5:32 PM
"Monsters with Class"

I was running a Pathfinder game - a 2 part adventure that was rife with ratfolk plus a few other monsters with class levels. My Party after talking their way past a guard station ran afoul of a Dark Folk with Rogue levels. So of course the usual cast deeper darkness, then go down and attack the party. I wound up full attacking the party's investigator... I crit one of the strikes and wound up killing the character in a single round. Player turns to the party cleric "So next turn you can use Breath of Life, right?" The half orc cleric's player states that he did not have it prepared. Since this was the 2nd encounter of what was effectively an 8-hour adventure, I pretended that I did not hear that. Much to my Chagrin, since the investigator provided to be vital against the final boss of the campaign. Not to say the cleric did not get his just desserts - a human hating ranger flunky of the end boss ended up going after him and knocked him down to the negative 30s. He only lived due to the dedication of the Halfling Fighter stuffing potions down his throat.

edit delete reply


9th Dec 2016, 10:55 AM

Carrion Crown, late in the game we were trying to save a friendly nobleman from a cathedral filled with undead cultists. We wanted to rescue the guy as soon as possible, so we focused entirely on getting through the cathedral in a single run instead of searching the surrounding buildings first.

We actually did it and managed rather well, but when we came out, having used up most of our resources, Janeath (half-orc gunslinger and veritable HP tank) suddenly got hit by a couple of massive attacks by an invisible mini-boss that we had skipped over by going to the cathedral first. Enough to drive her into the negative thirties.

THANKFULLY, my alchemist, Chekyl, had the Breath of Life formula and had it loaded into a set of Poisoner's Gloves just in case. Thanks to that, he was able to give her a dose that put her back into 'unconscious' territory instead of 'dead', so when the cavalry came to help us out the next round, we were all alive enough to be rescued.

edit delete reply


9th Dec 2016, 10:30 PM

Please tell me that when your Alchemist imbibed his Mutagen, he had a second personality called "Clyde".

edit delete reply


11th Dec 2016, 1:14 PM

Sorry, no. He's a tengu, so his name's a play on "Hekyl and Jekyl"

edit delete reply


9th Dec 2016, 2:13 PM

Mid level d&d 3.5 group, fighting against a glabrezu. The tough battle was near the end(it could go both ways at that point), the group failed to bring it down after a coordinated assault and only rogue's turn remained before the glabrezu's.

The rogue was at full health, so instead of fleeing and letting the fighter handle its full attack, she took a risk and said "fuck it, i'll bring him down. even if i can't, it can't kill me in one round".

She failed to kill the demon, and then it was glabrezu's turn. Claw claw bite pincer pincer. All attacks hit with high dice rolls and the rogue dropped to -8 or -9.

edit delete reply



9th Dec 2016, 3:36 PM

The Resurgent Transformation alchemist formula is made to exploit this. When you fall under a low HP threshold (25% I think? I have the exact Hit Points written on my sheet instead of the amount), it triggers effects equivalent to Cure Critical Wounds, Haste, and the stat bonuses of a rage. The augmented Con saved my alchemist's skin many times, both with the enhanced HP pool, AND the augmented negative HP before dying. Most of the time, when it activates, you continue fighting even after you should normally be dead!

However, using it more than once in a day can kill your character from the shock. Even the drawbacks are badass!

edit delete reply

The Chessmaster

The Chessmaster

9th Dec 2016, 6:27 PM

Had an enemy whose thing was they used a double-ended speed weapon with a ridiculously good crit range and x2 damage on a critical hit. This meant odds were they were going to crit once a round at least. And it had all sorts of bonuses to damage, too.

When the party archer who dumped hitpoints got attacked, the first hit was a crit. I totalled it up, rolled the damage...

The character died instantly by dropping to -12 hitpoints. The player asked if he could say some last words. I was double-checking the math just in case...

...And realized that I'd accidentally multiplied some bonus to damage that didn't get affected by crits.

This put the character back up at -8 hitpoints, meaning they were barely still alive. They were immediately healed up by an ally and killed said enemy in one round.

Always double-check your math when a PC dies. Seriously. If there's ever a time to make sure that 3-2 isn't 5, it's then.

edit delete reply



10th Dec 2016, 2:39 AM

I agree. Even if you're the kind of DM who likes to kill PCs, make sure it's legit :P

edit delete reply


25th Jan 2017, 10:15 PM

In a more recent game I played I was a half-orc berserker and I managed to get a home brewed feat I nicknamed "desperation dodge." I literally fought better when I was almost dead because my AC got pumped up to heavily armored paladin levels. Every time it looked like I was about to be killed I survived and then won with my new found AC. Every. Single. Time.

Never used that feat again for some reason

edit delete reply


9th Dec 2016, 3:59 AM


edit delete reply


9th Dec 2016, 10:56 PM
"Technically the Opposite but..."

there was one time.. I was playing a White Haired Witch/Monk (This was before Pathfinder errata'd Feral Combat Training to be useless)
and our party was facing a group of Barbarians that were harassing the local kingdom. up to this point she was our strongest damage dealer thanks to her constant stream of grappling and Constricting foes. as such she did what she does normally and immediately flurrys one of them to death with her hair.. then a lone barbarian comes after her with a greataxe.. Roll to hit.. Natural 20.. roll for damage.. double 8's... End Result? exactly enough damage to kill her in one hit from full hp.

after the battle she was buried in the kingdoms sacred burial grounds for her sacrifice as noone in the party cared about her enough at that point to buy a revive (she was LE working under a long dead infamous darklord in the setting for power and as such didn't interact with the party much beyond convenience)

edit delete reply


11th Dec 2016, 12:25 AM

Hmmm. Will Zoro use his scar for intimidation on Arlong when it gets revealed? I'm pretty sure there's a flaw, or a perk, named Intimidating Scar in some system or other...? And I can't see Zoro as doing any social interaction other than Intimidate.

edit delete reply

Leave a Comment