With all of the discussion on healing recently, I posted the following damage / healing system. But, it got buried in one of the other lengthier threads. Considering that the 5E goal is to bring in players from many different D&D game systems, what do people think of the following type system?
1) Hit points represent luck, courage, fatigue, turning heavy blows into glancing blows, etc. Hit points recover with a short rest. PCs have hit points somewhat slightly less than the 4E level (to make the wound system below work).
2) Wound points represent real wounds. Wound points require magic or significant rest to heal. PCs have wound points = CON.
Run out of hit points, the PC is unconscious. Run out of wound points, the PC is dead.
Every 10 hit points does 1 wound point, so a 25 hit point shot does 2 wound points which makes critical hits nastier, but 4 hit point shots do 0 wound points. PCs could get into barroom brawls where they take no actual wounds because the punches and kicks are not damaging enough, they just get knocked out. Minions often don't do wound points. But, BBEGs might often do quite a few. Players are not bothered as much by normal monsters, but they might be extremely wary of BBEGs and Elites.
Note: Hit point damage is not cumulative for determining wound points. Each hit is considered separately. A 7 hit point hit followed by an 8 hit point hit would do 0 wound points of damage.
No healing surges needed. PCs get either one Second Wind per day (my preference as per Star Wars IIRC) or one per encounter to rally with. Second Wind restores hit points, but not wound points. There is no self healing, but there is self rallying.
The bookkeeping is similar to 4E. Instead of keeping track of hit points and healing surges, the player now keeps track of hit points and wound points.
The only limit on combat with regard to wounds is the number of times that PCs can magically heal (with spell or potion or whatever) wound points. Warlords restore hit points and rally allies, they do not restore wound points. That requires magical healing.
There could be rules that an unconscious PC is dying and takes a wound point each round that s/he isn't stabilized (by a good stabilization roll himself, or by an ally helping). This adds in an element of urgency to dying PCs that doesn't occur in 4E.
PCs could still Second Wind, Warlords could still rally PCs, but healing itself goes back to being magical. If a group doesn't have a healer, they'd better get themselves some potions or even a healer henchmen to help out, etc., or they might be holing up once in a while.
Because healing goes back to requiring magical healing, some more ways to mitigate damage would be useful. Damage resistance becomes a very useful and desired ability. Temporary hit points, not as much.
1) Hit points represent luck, courage, fatigue, turning heavy blows into glancing blows, etc. Hit points recover with a short rest. PCs have hit points somewhat slightly less than the 4E level (to make the wound system below work).
2) Wound points represent real wounds. Wound points require magic or significant rest to heal. PCs have wound points = CON.
Run out of hit points, the PC is unconscious. Run out of wound points, the PC is dead.
Every 10 hit points does 1 wound point, so a 25 hit point shot does 2 wound points which makes critical hits nastier, but 4 hit point shots do 0 wound points. PCs could get into barroom brawls where they take no actual wounds because the punches and kicks are not damaging enough, they just get knocked out. Minions often don't do wound points. But, BBEGs might often do quite a few. Players are not bothered as much by normal monsters, but they might be extremely wary of BBEGs and Elites.
Note: Hit point damage is not cumulative for determining wound points. Each hit is considered separately. A 7 hit point hit followed by an 8 hit point hit would do 0 wound points of damage.
No healing surges needed. PCs get either one Second Wind per day (my preference as per Star Wars IIRC) or one per encounter to rally with. Second Wind restores hit points, but not wound points. There is no self healing, but there is self rallying.
The bookkeeping is similar to 4E. Instead of keeping track of hit points and healing surges, the player now keeps track of hit points and wound points.
The only limit on combat with regard to wounds is the number of times that PCs can magically heal (with spell or potion or whatever) wound points. Warlords restore hit points and rally allies, they do not restore wound points. That requires magical healing.
There could be rules that an unconscious PC is dying and takes a wound point each round that s/he isn't stabilized (by a good stabilization roll himself, or by an ally helping). This adds in an element of urgency to dying PCs that doesn't occur in 4E.
PCs could still Second Wind, Warlords could still rally PCs, but healing itself goes back to being magical. If a group doesn't have a healer, they'd better get themselves some potions or even a healer henchmen to help out, etc., or they might be holing up once in a while.
Because healing goes back to requiring magical healing, some more ways to mitigate damage would be useful. Damage resistance becomes a very useful and desired ability. Temporary hit points, not as much.
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