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Forked Thread: Alternatives to mountains of hit points
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<blockquote data-quote="Scars Unseen" data-source="post: 4661256" data-attributes="member: 10196"><p>I kind of like the way that <em>Legend of the Five Rings</em> does it. Basically you have different stages of wounds: healthy, nicked, grazed, hurt, injured, crippled, down and out. To go from one stage to the next you multiply your Earth Ring(which is the lowest of your stamina and willpower traits) rating and multiply it by 2(except to go from down to out, where you multiply by 5). You take penalties to act at each stage. At "down" you have to spend void to act, and at "out" you can't act.</p><p></p><p>Translated to D&Dese, I would say that you would have a number of hit points in each stage equal to your con and wis bonuses combined. I'd say that if you wanted to apply penalties for injury, you begin to do so at the "hurt" stage. Replace void with action points and you're set.</p><p></p><p>For a more drawn out combat(which 4E encourages) I would make the following alteration to the above. Instead of it being straight hit points in each stage, make each stage a threshold. So let's say that you have a total bonus of +5 for con and wis. To go from healthy to nicked, you have to take at least 10 points of damage from a single attack. If you get hit for 8, then nothing happens. On the other hand, if you get hit for 20, that would be enough to take you straight from healthy to grazed. This would favor heavy weapons and, conveniently enough, strikers.</p><p></p><p>Of course, I'm not sure how this could affect the overall math of the game. You may need to tweak other systems to make it work.</p></blockquote><p></p>
[QUOTE="Scars Unseen, post: 4661256, member: 10196"] I kind of like the way that [i]Legend of the Five Rings[/i] does it. Basically you have different stages of wounds: healthy, nicked, grazed, hurt, injured, crippled, down and out. To go from one stage to the next you multiply your Earth Ring(which is the lowest of your stamina and willpower traits) rating and multiply it by 2(except to go from down to out, where you multiply by 5). You take penalties to act at each stage. At "down" you have to spend void to act, and at "out" you can't act. Translated to D&Dese, I would say that you would have a number of hit points in each stage equal to your con and wis bonuses combined. I'd say that if you wanted to apply penalties for injury, you begin to do so at the "hurt" stage. Replace void with action points and you're set. For a more drawn out combat(which 4E encourages) I would make the following alteration to the above. Instead of it being straight hit points in each stage, make each stage a threshold. So let's say that you have a total bonus of +5 for con and wis. To go from healthy to nicked, you have to take at least 10 points of damage from a single attack. If you get hit for 8, then nothing happens. On the other hand, if you get hit for 20, that would be enough to take you straight from healthy to grazed. This would favor heavy weapons and, conveniently enough, strikers. Of course, I'm not sure how this could affect the overall math of the game. You may need to tweak other systems to make it work. [/QUOTE]
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