Beholder Bob
First Post
I am thinking of a variant for HP to make combat a bit nastier. Any thoughts or expectations? I know this will make combat more dangerous, but to balance it out, I'd be treating monsters with high damage potential to be higher CRs. My biggest concern is spells inflicting HTK...
HP remains, but it represents being buffeted about, roughed up, and minor bleeding. You regain 1 HP/hr normally. Between 0 to -CON HP, you are staggered. Anything further and you are unconscious / Coma. Once below -CON, you must make a FORT save DC 15 to recover 1 HP each hour (Coma possibility).
Hits to Kill (HTK): this is the nasty damage that spills copious amounts of blood, leaves you limping, really beats the hell out of you. You have 1/2 CON + 1/2 STR + 1/2 base attack. Each size category above medium increases these HTK by 25%, and each drop below medium drops it down 25%. You heal 1 HTK per day, and a healing check result heals 1 HTK per 5 points above 15 result, but requires 4 hours attention and uses 1 application of a healers kit per HTK healed, with a minimum 1 use, even on a failed roll. When a healers kit is used with a healing spell, the heal check gets +1/spell level of the healing spell used.
When you roll damage, there is no +x damage - instead, break the +x damage into d6s or less and roll them (so +8 damage is +d6 & +d2). Rolls above 4 inflict 1 HTK in addition to the HP damage. A roll that hits by more then 4 points inflicts the full amount as HTK. Medium armor provides 2 DR/-, and heavy armor 4 DR/-. DR subtracts HTK first, and then if there is any damage left, it negates HP damage.
Healing spells suffer the same modification to rolls (d8+5 cure light wounds is d8 & d5), and only heals a HTK on a rolls of 5+.
Natural AC: every 3 points gives 1 DR/-.
HP remains, but it represents being buffeted about, roughed up, and minor bleeding. You regain 1 HP/hr normally. Between 0 to -CON HP, you are staggered. Anything further and you are unconscious / Coma. Once below -CON, you must make a FORT save DC 15 to recover 1 HP each hour (Coma possibility).
Hits to Kill (HTK): this is the nasty damage that spills copious amounts of blood, leaves you limping, really beats the hell out of you. You have 1/2 CON + 1/2 STR + 1/2 base attack. Each size category above medium increases these HTK by 25%, and each drop below medium drops it down 25%. You heal 1 HTK per day, and a healing check result heals 1 HTK per 5 points above 15 result, but requires 4 hours attention and uses 1 application of a healers kit per HTK healed, with a minimum 1 use, even on a failed roll. When a healers kit is used with a healing spell, the heal check gets +1/spell level of the healing spell used.
When you roll damage, there is no +x damage - instead, break the +x damage into d6s or less and roll them (so +8 damage is +d6 & +d2). Rolls above 4 inflict 1 HTK in addition to the HP damage. A roll that hits by more then 4 points inflicts the full amount as HTK. Medium armor provides 2 DR/-, and heavy armor 4 DR/-. DR subtracts HTK first, and then if there is any damage left, it negates HP damage.
Healing spells suffer the same modification to rolls (d8+5 cure light wounds is d8 & d5), and only heals a HTK on a rolls of 5+.
Natural AC: every 3 points gives 1 DR/-.