ExploderWizard
Hero
Hit points……………..the final frontier. These are the voyages of the circular arguments…..
OK. After reading a very long thread that has become focused on the definition of hit points I have decided to try and propose some solutions. Both camps in this debate have made valid points while still chasing their tails.
It’s a simple question of what do we want hit points to be. I posted a solution of sorts in that thread which I am using in my own system. Since then I have been thinking of ways to adapt the basic idea to be usable with all D&D type systems.
If hit points and healing are not a problem for you then please skip the rest of this, because it may bore you.
Hit points as they currently stand try to be too many things to different people. They are physical toughness, actual wounds, resolve, luck, magical protections, and to some, even morale. That’s asking a lot out of a hit point, especially if what it represents changes depending on not only how many you have, but how many you started with.
What I propose is body points . CON score is a good starting point. The body points do not have to actually be CON if you use a system where ability damage would create unwanted recalculations of saves, defenses, ect.
Who has body points:
Every living creature has body points. Undead, animated items, and constructs do not. If these types of creatures are brought to 0 hp they are defeated, destroyed, broken or whatever.
Hit points would become purely a measure of being fresh, rested, and willing to fight. Damage from all sources would reduce hit points as the hero gets winded, and more worn out. It will also be very reasonable to see why all hit points are regained with a full days rest. No gaping wounds knitting overnight to explain at all. There would be no need to track negative hit point totals. When hit points reach 0 the body damage starts. This also serves as a good cue to use narration that would depict a physical wound because it has actually happened.
Body points would be the measure of physical wounds that hit points do not represent. The degree to which body damage is taken and the difficulty and time required to heal it can vary depending on the level of grit desired. Since body points would be based on CON or something similar, characters with identical actual wounds will heal at comparable rates.
For example: Bob and Joe are both fighters. Bob is 1st level and being mentored by Joe who is 6th level. Bob has 12hp and a 16 CON. Joe has 62hp and a 16 CON. Each fighter has 16 body points. Assuming these guys had a bad day, went down to 1hp each and took 6 points of body damage each, it would take them the same amount of time to heal both their hp and body damage.
When to use body damage:
This is another matter that can be adjusted to taste. Assuming a fully heroic game like 4E we will say that body damage only occurs after hp are reduced to 0.
Default body damage rules ( adjust to taste):
Body damage up to 1 point below max body points-
at this stage the character has suffered physical damage. This damage cannot be cured by the same healing magic that restores hit points. 1 round after the damage occurs the character takes an additional 1-6 body points of damage per round until attended to. Spending 1 round to do whatever needs doing will prevent further damage but will not restore any body points. Magic to restore body points will be more rare and/or expensive than hp cures. At this point the character can be brought back to an effective state if hit points are healed to at least 1. Thus the character could continue fighting with body points and hit points down to 1.
Body damage from max body points up to 1 point below 2X body points-
as above but the character is in a sort of coma and cannot be brought to an effective state until body points are at least a positive 1. This stage represents grave injuries and whatever magic is used to restore effectiveness quickly ( if it exists at all) is very rare and/or expensive. Time required to heal from this state should be rather long too, as a general rule.
2X body points is dead-go through the pockets and look for loose change.
In grittier games body damage can be used for a coup de grace, for poison, when the victim is bound or helpless, and other situations.
For fantasy simulation the body point concepts works for some stock fantasy situations.
Example:
Billy the barbarian was attempting to put an end to the evil cult by raiding the cultists’ temple. Billy is a tough adventurer with 56 hp and an 18 CON. Billy got caught sneaking in and was overcome by a foul cultist’s sleep spell. Billy woke up chained in the dungeon. Billy never got a chance to swing his sword and has suffered no damage.
The cultists begin to torture poor helpless Billy, beating him and burning him with hot irons. Billy has taken 6 points of direct body damage from the torture, and another 2 from the lack of food and water over the next day or so. Considering that the average man has a 10 CON and would be close to passing out from this abuse, Billy is holding up well.
Some adventurers happen by to sack the Temple. They free Billy and give him a sword!! This is what he has been wanting to do!! Billy charges into the fray chopping and slicing through his enemies. He is wounded, but full of rage and vitality. His wounds will be a factor if he should be defeated ( easier to kill) but his fighting effectiveness (HP) remains intact, allowing his wounds to become merely painful reminders of why this filth must die. If Billy had taken HP damage from the torture instead then his chances of being able to fight his way out would be reduced.
Body damage can provide a strategic resource to manage. The defender may be down to 9 body points and there is no magic available to cure it. Can the group afford several days of healing time or press on with the adventure?
Body damage can also help falling damage stop being so much of a joke for high level fighters. 1d10 per 10’ fallen with each full 5 points also doing 1 point of body damage will make these characters less careless about leaping just “because they can”.
That’s the basics, enough rambling for now. The concept is generic enough to use with any edition. Thanks for reading.
OK. After reading a very long thread that has become focused on the definition of hit points I have decided to try and propose some solutions. Both camps in this debate have made valid points while still chasing their tails.
It’s a simple question of what do we want hit points to be. I posted a solution of sorts in that thread which I am using in my own system. Since then I have been thinking of ways to adapt the basic idea to be usable with all D&D type systems.
If hit points and healing are not a problem for you then please skip the rest of this, because it may bore you.
Hit points as they currently stand try to be too many things to different people. They are physical toughness, actual wounds, resolve, luck, magical protections, and to some, even morale. That’s asking a lot out of a hit point, especially if what it represents changes depending on not only how many you have, but how many you started with.
What I propose is body points . CON score is a good starting point. The body points do not have to actually be CON if you use a system where ability damage would create unwanted recalculations of saves, defenses, ect.
Who has body points:
Every living creature has body points. Undead, animated items, and constructs do not. If these types of creatures are brought to 0 hp they are defeated, destroyed, broken or whatever.
Hit points would become purely a measure of being fresh, rested, and willing to fight. Damage from all sources would reduce hit points as the hero gets winded, and more worn out. It will also be very reasonable to see why all hit points are regained with a full days rest. No gaping wounds knitting overnight to explain at all. There would be no need to track negative hit point totals. When hit points reach 0 the body damage starts. This also serves as a good cue to use narration that would depict a physical wound because it has actually happened.
Body points would be the measure of physical wounds that hit points do not represent. The degree to which body damage is taken and the difficulty and time required to heal it can vary depending on the level of grit desired. Since body points would be based on CON or something similar, characters with identical actual wounds will heal at comparable rates.
For example: Bob and Joe are both fighters. Bob is 1st level and being mentored by Joe who is 6th level. Bob has 12hp and a 16 CON. Joe has 62hp and a 16 CON. Each fighter has 16 body points. Assuming these guys had a bad day, went down to 1hp each and took 6 points of body damage each, it would take them the same amount of time to heal both their hp and body damage.
When to use body damage:
This is another matter that can be adjusted to taste. Assuming a fully heroic game like 4E we will say that body damage only occurs after hp are reduced to 0.
Default body damage rules ( adjust to taste):
Body damage up to 1 point below max body points-
at this stage the character has suffered physical damage. This damage cannot be cured by the same healing magic that restores hit points. 1 round after the damage occurs the character takes an additional 1-6 body points of damage per round until attended to. Spending 1 round to do whatever needs doing will prevent further damage but will not restore any body points. Magic to restore body points will be more rare and/or expensive than hp cures. At this point the character can be brought back to an effective state if hit points are healed to at least 1. Thus the character could continue fighting with body points and hit points down to 1.
Body damage from max body points up to 1 point below 2X body points-
as above but the character is in a sort of coma and cannot be brought to an effective state until body points are at least a positive 1. This stage represents grave injuries and whatever magic is used to restore effectiveness quickly ( if it exists at all) is very rare and/or expensive. Time required to heal from this state should be rather long too, as a general rule.
2X body points is dead-go through the pockets and look for loose change.
In grittier games body damage can be used for a coup de grace, for poison, when the victim is bound or helpless, and other situations.
For fantasy simulation the body point concepts works for some stock fantasy situations.
Example:
Billy the barbarian was attempting to put an end to the evil cult by raiding the cultists’ temple. Billy is a tough adventurer with 56 hp and an 18 CON. Billy got caught sneaking in and was overcome by a foul cultist’s sleep spell. Billy woke up chained in the dungeon. Billy never got a chance to swing his sword and has suffered no damage.
The cultists begin to torture poor helpless Billy, beating him and burning him with hot irons. Billy has taken 6 points of direct body damage from the torture, and another 2 from the lack of food and water over the next day or so. Considering that the average man has a 10 CON and would be close to passing out from this abuse, Billy is holding up well.
Some adventurers happen by to sack the Temple. They free Billy and give him a sword!! This is what he has been wanting to do!! Billy charges into the fray chopping and slicing through his enemies. He is wounded, but full of rage and vitality. His wounds will be a factor if he should be defeated ( easier to kill) but his fighting effectiveness (HP) remains intact, allowing his wounds to become merely painful reminders of why this filth must die. If Billy had taken HP damage from the torture instead then his chances of being able to fight his way out would be reduced.
Body damage can provide a strategic resource to manage. The defender may be down to 9 body points and there is no magic available to cure it. Can the group afford several days of healing time or press on with the adventure?
Body damage can also help falling damage stop being so much of a joke for high level fighters. 1d10 per 10’ fallen with each full 5 points also doing 1 point of body damage will make these characters less careless about leaping just “because they can”.
That’s the basics, enough rambling for now. The concept is generic enough to use with any edition. Thanks for reading.