TheCrazyMuffinMan
First Post
After having witnessed some console games put this to use (Halo 2, Call of Duty 2, Gears of War), I decided it might work as a houserule variant for pen and paper RPGS, for those people who aren't exactly fond of hitpoints, or who want to depict damage in a purely story-relevant context (while maintaining an element of heroism and keeping action going).
Instead of losing hitpoints, damaged players instead incur damage as a positive factor. This is calculated secretly. Every time a player takes damage, they must make a Fortitude save (DC = total damage incurred). If they fail the save, they are "seriously hurt", and incur -2 to all attack rolls, skill and ability checks, and saving throws for a number of rounds equal to 4 minus their Constitution modifier (minimum 1). They also may incur another wound based on wound location tables, if any are being used.
If a seriously hurt character is damaged again, the save DC doubles from its previous value.
Failing a Fort save against damage while "seriously hurt" results in unconsciousness, or death on either a natural one, or a failure by 10 or more.
Unconscious, unstabilized creatures must make a fortitude save every (Constitution bonus + 1, minimum 1) hours, or die. The DC is fixed at 15 for this, +5 for each time it was forced during unconsciousness.
Cure spells work against positive damage as they would against hit points, and instantly clear away the "Seriously Hurt" status.
The Rules of One and Twenty do not apply except in the case of unconsciousness v. death.
At the end of (4 - Con modifier, minimum 1) rounds undamaged, all damage clears. If one is staying still, the process takes two less rounds of not being damaged.
The "seriously hurt" status length adds to the time required for recovery of damage.
Any suggestions, changes or further ideas?
Instead of losing hitpoints, damaged players instead incur damage as a positive factor. This is calculated secretly. Every time a player takes damage, they must make a Fortitude save (DC = total damage incurred). If they fail the save, they are "seriously hurt", and incur -2 to all attack rolls, skill and ability checks, and saving throws for a number of rounds equal to 4 minus their Constitution modifier (minimum 1). They also may incur another wound based on wound location tables, if any are being used.
If a seriously hurt character is damaged again, the save DC doubles from its previous value.
Failing a Fort save against damage while "seriously hurt" results in unconsciousness, or death on either a natural one, or a failure by 10 or more.
Unconscious, unstabilized creatures must make a fortitude save every (Constitution bonus + 1, minimum 1) hours, or die. The DC is fixed at 15 for this, +5 for each time it was forced during unconsciousness.
Cure spells work against positive damage as they would against hit points, and instantly clear away the "Seriously Hurt" status.
The Rules of One and Twenty do not apply except in the case of unconsciousness v. death.
At the end of (4 - Con modifier, minimum 1) rounds undamaged, all damage clears. If one is staying still, the process takes two less rounds of not being damaged.
The "seriously hurt" status length adds to the time required for recovery of damage.
Any suggestions, changes or further ideas?
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