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	<title>Comments on: Weebles Wobble</title>
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	<link>http://www.keyourcars.com/2009/08/06/weebles-wobble/</link>
	<description>What are you going to do next?!</description>
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		<title>By: Key Our Cars &#187; Blog Archive &#187; Don&#8217;t screw your players</title>
		<link>http://www.keyourcars.com/2009/08/06/weebles-wobble/comment-page-1/#comment-326</link>
		<dc:creator>Key Our Cars &#187; Blog Archive &#187; Don&#8217;t screw your players</dc:creator>
		<pubDate>Thu, 08 Oct 2009 00:14:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.keyourcars.com/?p=2750#comment-326</guid>
		<description>[...] not a fan of the Dying condition and the death saves to be honest which is why I came up with the Weebles Wobble rule where I came up with a Mostly Dead condition.Â  This lets a player be dying and still be an active participant in the game.Â  I&#8217;ve had a [...]</description>
		<content:encoded><![CDATA[<p>[...] not a fan of the Dying condition and the death saves to be honest which is why I came up with the Weebles Wobble rule where I came up with a Mostly Dead condition.Â  This lets a player be dying and still be an active participant in the game.Â  I&#8217;ve had a [...]</p>
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		<title>By: Anonymous</title>
		<link>http://www.keyourcars.com/2009/08/06/weebles-wobble/comment-page-1/#comment-284</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Sun, 16 Aug 2009 21:40:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.keyourcars.com/?p=2750#comment-284</guid>
		<description>I tried this last night, and it went well.  Mostly it resulted in the mostly dead characters getting to crawl away and get healed, and the ranger got to dish out a very appropriate Hunt&#039;s End.

How do you deal with damage taken while mostly dead?  I think it would be interesting to largely drop the idea of negative hit points and instead say that damage taken while mostly dead counts as an automatic failed save -- possibly multiple automatic failed saves based on total HP value.  So, (damage / (HP/4)), round up = number of failed saves.  Avoids negative hit points, puts a cap on the number of times you can get hit, etc.  

Anyway, I really do like letting the players stay more active during a long combat!  Thanks.</description>
		<content:encoded><![CDATA[<p>I tried this last night, and it went well.  Mostly it resulted in the mostly dead characters getting to crawl away and get healed, and the ranger got to dish out a very appropriate Hunt&#8217;s End.</p>
<p>How do you deal with damage taken while mostly dead?  I think it would be interesting to largely drop the idea of negative hit points and instead say that damage taken while mostly dead counts as an automatic failed save &#8212; possibly multiple automatic failed saves based on total HP value.  So, (damage / (HP/4)), round up = number of failed saves.  Avoids negative hit points, puts a cap on the number of times you can get hit, etc.  </p>
<p>Anyway, I really do like letting the players stay more active during a long combat!  Thanks.</p>
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		<title>By: Dennis</title>
		<link>http://www.keyourcars.com/2009/08/06/weebles-wobble/comment-page-1/#comment-276</link>
		<dc:creator>Dennis</dc:creator>
		<pubDate>Fri, 07 Aug 2009 00:57:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.keyourcars.com/?p=2750#comment-276</guid>
		<description>Glad it&#039;s of use to you at least for the ideas.  This in particular, well it just kinda sucks as a player to be &#039;down&#039;.  You can hear it in the Penny Arcade podcasts when Kurtz goes down and keeps trying to make saving throws.  The problem seems to stem from players not playing attention to their health till they&#039;re down.  Is getting stuck making saving throws their fault if there was healing available?  Yes.  But is it fun?  No.  So I thought this way would a) drive home the fact that the player REALLY needs healing and b) let the player continue to participate (other than a single roll to see if they stabilized or not).  Or that&#039;s my thoughts on it.</description>
		<content:encoded><![CDATA[<p>Glad it&#8217;s of use to you at least for the ideas.  This in particular, well it just kinda sucks as a player to be &#8216;down&#8217;.  You can hear it in the Penny Arcade podcasts when Kurtz goes down and keeps trying to make saving throws.  The problem seems to stem from players not playing attention to their health till they&#8217;re down.  Is getting stuck making saving throws their fault if there was healing available?  Yes.  But is it fun?  No.  So I thought this way would a) drive home the fact that the player REALLY needs healing and b) let the player continue to participate (other than a single roll to see if they stabilized or not).  Or that&#8217;s my thoughts on it.</p>
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		<title>By: Anonymous</title>
		<link>http://www.keyourcars.com/2009/08/06/weebles-wobble/comment-page-1/#comment-275</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Thu, 06 Aug 2009 16:54:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.keyourcars.com/?p=2750#comment-275</guid>
		<description>That is a great idea. I&#039;d toyed with aplying a blanet -2 penalty upon reaching Bloodied, but I think I like this better. Couple that with your one-shot-one-kill post from yesterday and you&#039;re firing on all pistons. Thanks for the ideas.</description>
		<content:encoded><![CDATA[<p>That is a great idea. I&#8217;d toyed with aplying a blanet -2 penalty upon reaching Bloodied, but I think I like this better. Couple that with your one-shot-one-kill post from yesterday and you&#8217;re firing on all pistons. Thanks for the ideas.</p>
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