Mustrum_Ridcully
Legend
I would change the bolded part to "first hit" (possibly with the qualifier "per encounter"). I don't think I'd want to suddenly add half a dozen of wounds to a character just because he is below half his hit points. (And it would get worse if the character recieves multiple healings per encounter and reaches bloodied several times.)Pbartender said:I've got a long way to go, before I've read all the replies to this thread, but I wanted to post before I forgot.
That's awfully close to what I'm planning. Here goes:
First, for my campaign, we go under the assumption that to a large degree, hit points reflect your character's ability to keep fighting his best in combat, and not necessarily his actual wounds. Also, that means a character with full hit points isn't necessarily physically healed... he's just in his best fighting trim.
So.
Hits taken between Max HP and Bloodied are generally considered insignificant. It accounts for exertion to avoid serious damage, and minor cits, scrapes and bruises. They have no real lasting effect at all.
Any hit that results in total hit points less than Bloodied, but more than 0, would be considered a "wound", for lack of a better term. These are injuries that are by no means life threatening by themselves and do not appreciably impair fighting ability, but will leave a long-lasting physical mark, once healed. For every such hit, players simply make a tally mark on their character sheet. A modest Heal check allows a player to erase one of these "wounds". If left unattended, after a few days, these marks become superficial scars that have no mechanical penalty or benefit other than allowing the player-character to look tough... Effectively these are the "criss-crossing spiderweb of tiny scars that denote a veteran warrior" that you always read about in descriptions of fictional fantasy heroes like Conan the Barbarian.
A hit that sends a character to 0 or less hit points would be considered a "mortal wound". these are wounds that are considered life threatening, hence requiring saving throws to survive. This time, the player describes his character's hideous wound, and writes it down on his sheet, "A Northern Barbarian sunk his battleaxe halfway through Sir Harvey's leg at the battle of Camford, causing him to fall." If the character survives, a difficult Heal check can remove the mortal wound. Without a heal check, in a few weeks the mortal wound turns into a distinctive battle scar -- a missing ear, a crooked nose, a hideously burned face, a limp, a raspy voice -- which is added to the character's description. Again, aside from bragging rights, recognition, and a good tale to tell the locals in the taverns, they have no real mechanical benefit or penalty.
Now... Back to the rest of the thread.
Generally I think Bloodied and 0 hit points are the points where it makes the most sense to consider adding an injury system to the game. Wether you implement it with a injury penalty to checks and rolls, speed loss, defense reduction, healing surge reaction, or the number of singing birds flying around the characters head...
