Pain, great pain.

Beholder Bob

First Post
Looking for problems with the system, areas I missed or open to abuse. Thanks for checking it out.

HTK VARIANT HP SYSTEM

1) HTK: potentially lethal damage and severe wounds.
2) HP: bruising, sprains, and being shaken a bit. Takes a while to recover but not deadly in itself – but in large enough doses it can kill you. Partial action only at 0 HP, puts PC unconscious for 1d6 rounds, further HP DMG converts to HTK DMG and knocks the PC unconscious for 2d20 rounds.
3) Stun: what subdual damage was in the HP system, minor bruises, scrapes, and bumps on the head. Non-lethal except in extreme cases. Easily restored. Once someone drops to 0 HP due to stun DMG, each point of further stun damage converts 1 stun into 1 HP damage.

Calculating HTK: (½ the HD of the 1st level class) + ((CON+STR)/4) + BATT
1st fighter, 17 STR, 13 CON (1st level) (10/2)+((17+13)/4)+1 = 13.5 = 13
3rd rogue, 1st wizard, 3rd fighter, 12 STR, 11 CON (7th level) (6/2)+((12+11)/4)+(5¾) = 14.5 = 14
9th barbarian, 18 STR, 14 CON (9th level) (12/2)+((32)/4)+(9) = 23

HTK Calculation taking size into account: Smaller then medium sized creatures multiply their HTK by ¾ for each step below medium (i.e. 3 steps below medium multiplies its HTK by (¾ * ¾ * ¾ = 27/64 or 0.3). Big creatures multiply their HTK by 1½ for every step up in size above medium. (1½ *1½ *1½ = 27/2 or 3.38). Minimum HTK is 1. ((H/2+((C+S)/4)+(B))*S

A dragon (4 steps up), d12 HD, 24 CON, 26 STR, and +17 BATT
((12/2)+(50/4)+17)*5.06= 179.7 = 179 HTK
A squirrel (3 steps down), D4 HD, 12 CON, 2 STR, 1d4 HD, +0 BATT
((4/2)+(14/4)+0)*.42 = 1.6 = 1 HTK
A 3rd level Rogue Kobald (1 step down), D6 HD, 10 CON, 10 STR, and +2 BATT
((6/2)+(20/4)+(2))*.75= 7.5 = 7

HTK WOUNDS AND IMPAIRMENT


% HTK WOUND DEGREE HEAL FORT DC HTK RECOVER
DONE LEVEL IMPAIRED DC OR SHOCK PER DAY (*SIZE)

1-20% Light None 12 None 1 / day
21-40% Moderate -2 STR 14 None 1 / day
-2 DEX
41-60% Serious -4 STR 16 Nausea ¾ / day
-4 DEX for 1 R
2/3 MV
61-80% Critical -6 STR 18 Stunned ¾ / day
-6 DEX for 1 R
½ MV
81-99% Mortal -8 STR 20 Stunned ½ / day
-8 DEX for d4 R
¼ MV
100+% Dying Helpless 25 NA ¼ / day

Wounding damage does the same HP amount as normal, and (if a d4 or higher) 1 HTK per die rolled – except a natural 1 does 0 HTK. Damage sources that do less then a d4 do not do HTK normally. An attack that hits by 5+ does HTK damage equal to the HP for that attack. The HTK on a critical hit is equal to the base HP done with the first roll, then as per a non-critical hit for the multiple damage dice added for the critical. Spells and psionics inflict HTK as weapons do, except that bonus damage is converted at 1 HTK per 4 HP done. Damage from falling converts to HTK as weapon damage.
Dying: 0 HTK is a coma state, below that is –1 to –10 HTK, as per the currant HP system, death at –10 HTK, 10% of stabilizing each round, otherwise lose 1 HTK each round.

DAMAGE REDUCT AND HTK
Apply damage reduction to HTK normally unless the creature is immune to HP and subdual damage. If this is the case, apply ½ damage reduction to the HTK done.

HEALING DAMAGE

Healing HP: Healing HP is per the normal system but add CON mod to HP recovered per day. Healing HP damage also heals stun damage.
Healing Stun: Healing stun is easy, 1 HP/10 minute of rest, 1 HP/1 hour of activity.
Healing HTK: Healing sources heal using the same methods as for determining magic damage. Naturally healed at a rate given above. Recovered HTK are spread among the wounds, with wounds that heal slowly getting a fraction of the amount listed.

EXAMPLE OF HTK & COMBAT, ALPHA VS BETA

Fighter Alpha: 1st LV, CON 15, STR 18, HP 12, small size, HTK 10.68 or HTK 10, wielding a short sword
Fighter Beta: 1st LV CON 13, STR 14, HP 11, medium size, HTK 12.75 or HTK 12, wielding a long sword

R1: Alpha hits Beta by 2, rolls damage, and gets a 4. Beta has taken 4 HP & 1 HTK
Beta swings at Alpha and misses
R2: Alpha hits Beta by 3, rolls 5 damage. Beta has taken 9 HP & 2 HTK
Beta hits Alpha by 6, rolls 7 damage. Alpha has taken 7 HP & 7 HTK
This is 70% of Alpha’s HTK, a critical wound, dropping his STR & DEX by 6 and requires a DC 7 FORT save or else stunned for 1 round. He makes his save.
R3: Alpha hits Beta by 0, rolls 1 damage (and so 0 HTK). Beta has taken 10 HP & 2 HTK
Now at 0 HP, limited to partial actions, and will take 1d6 subdual if exerts self
Beta misses Alpha by 1, and passes out for 3 rounds (exerted self while at 0 HP).

Alpha leaves to recover. He has a single wound, 7 HP & 7 HTK. The HP with this wound can not be healed higher then the # of HTK left with the wound, and this wound heals at ¾ HTK a day, 1½ with complete rest, 2¼ with complete bed rest and a healer. Assuming complete rest but no healer, it will take 5 days to recover from this wound.
Beta has taken 3 wounds, 4/1, 5/1, 1/0 – for a total of 10 HP and 2 HTK. No wound is worse then 1 HTK, and the total is less then 21% of HTK total, so he recovers 1 HTK per day, 2 HTK with rest, and 3 HTK with bed rest and a healer. Assuming complete rest but no healer, it will take 1 day to recover the lost HTK (4 HP, 0 HTK damage), and another day to recover the remaining 4 HP, a total of 2 days. But if Alpha and Beta meet in a day, Alpha will be wounded (6 HTK & 6 HP damage) and at –4 STR & DEX, while Beta will only be sore (0 HTK, 4 HP damage).

EXAMPLE OF HTK & COMBAT, ALPHA & BETA VS DAMAGE REDUCT MONSTER

Alpha & Beta (now friends) fight a fiendish creature with 5/+1 damage reduction
Monster 3d10 HD, 12 STR, 22 CON, HP 18, BATT +2, and large size ((10+34/4)+2)*1.5=30HTK

R1: Alpha hits monster by 1, rolls damage, and gets a 5. Monster takes 5-5=0 HP, 0 HTK
Beta hits monster by 5, rolls damage, and gets a 6. Monster takes 1 HP & 1 HTK
R2: Alpha hits monster while flanking by 3, rolls damage & +1d6 sneak attack damage, gets a 3 and 6, doing 4 HP through but 0 HTK
Beta hits monster while flanking by 7, rolls damage & 1d6 sneak attack damage, gets a 5 and 2, does 2 HP and (5+1 HTK -5 DMG reduction) = 1 HTK
R3: Alpha gets a critical hit while flanking, rolls damage, and gets a 5, 3, & 6. The monster takes 9 HP, 2 HTK
Beta Misses

By this point, they have inflicted 16 HP and 4 HTK. Once they drop the monster to 0 HP, all further damage rolls will do the roll’s full amount in HTK damage. The monster will eventually be battered down to 0 HP (and so unconscious for 1d6 rounds, then limited to partial moves only). While it is unconscious, Alpha and Beta should be able to finish it off.
 

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Derrick Reeves

First Post
This looks awfully complicated. The only critique I can offer with my current understanding is that this system appears to have a steep learning curve. :confused:
 

Beholder Bob

First Post
Hopefully not in application. Generally, once you have calculated your HTK and HTK wound % stats, it should flow fairly smoothly (Hah!). I've run it smoothly, but I made it, so go figure. The system is intended to join the concept of critical hits with a more gritty combat, but perhaps I have overworked it. This system is wed to another I posted a few weeks ago, where bonus damage is converted to dice (so a d4+12 damage becomes d4+2d6) - to prevent the autodeath by damage bonus (in 2nd edition, a +3 to damage meant you could slap kobalds to death - i.e. before they could get class levels), and to prevent players from ignoring damage (I've got 80 HP, I let him swing at me as I get into my chain mail - I'll jump down the 30' drop, etc.). This would strengthen low level characters and keep high level characters from fealing immortal.
Thank you for your feedback.
 

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