Eldragon
First Post
I wrote this up a couple weeks ago (Before the latest 4e hoopla), and in a month or so I'll be using the following system in a new campaign. However it could use a little critique from experienced eyes to see holes in the system.
Damage and HP
Starting HP: Every Character starts with Max HP x3. Subsequent HP are rolled or Avg Rounded Down.
Player Characters and Some creatures have two methods of tracking damage. Hit Points, and the Damage Track. The Damage Track represents the character's current state of health, and is independent from the character's current HP total. Conceptually, the Damage Track represents serious injuries, while hit points represent minor injuries and other bodily fatigue.
Every time a creature takes damage from a single source that exceeds their Damage Threshold, they move down the damage track. A character will only move one position down the damage track in this manner. For example, If Bob's Damage Threshold is 14, and he takes 30 points of damage, he still only moves down 1 position on the Damage Track despite the fact he received twice his Damage Threshold.
The Damage Threshold is a creature's Constitution Score + Hit Die**.
The Damage Track Has the following Progression: Normal -> Wounded -> Badly Wounded -> Near Death -> Unconscious/Dead.
A character can only die when their hit points are 0, and they have reached the "Unconscious/Dead" state of the Damage Track.
When reduced to 0 hit points, a character falls unconscious and cannot be revived until the combat ends. The damage track does not change when this occurs.
When a PC reaches "Unconscious/Dead" in the damage track, They are unconscious and bleeding to death. Each round they lose 1 HP from their remaining HP total. When they reach 0 HP, the PC is dead.
A character will never have negative hit points. Subsequent damage after being reduced to 0 hit points moves the character one step down the damage track for each source of damage.
Instant Death effects reduce the PC to the "Unconscious/Dead" position of the Damage Track and does not affect their current HP. The PC is then "bleeding to death" for the remainder of their HP.
The Toughness Feat grants a +2 bonus to the Damage Threshold. This bonus stacks with each time the feat is taken.
Subdual Damage deals HP damage normally, but will never move a character down the damage track.
Recovery: Magical Healing moves you up the damage track. Natural healing requires 1 full day (24 hours) of rest to improve 1 position on the damage track. Every time a character is healed his Damage Threshold in HP*, he moves up one position on the damage track. Taking any damage between successive healing effects resets the tally. Healing a character who is at maximum hitpoints still receives an improvement on the damage track, but his maximum hitpoints remains unchanged.
Metagame analysis of this system:
Low level characters are unlikly to die because they are more likely to be dropped to 0 HP before their damage track reaches "Dead". High level characters are more likely to be dropped from injuries inflicted via the damage track than from their hitpoints reaching 0.
Notes: *We may need a better system for Healing.
Should Damage Track injuries reduce effectivness of the character? So far I vote No because most people will forget to apply them anyway.
**Clarification Edit: Hit Die, Meaning Total Hit Dice, e.g. Character Level.
Damage and HP
Starting HP: Every Character starts with Max HP x3. Subsequent HP are rolled or Avg Rounded Down.
Player Characters and Some creatures have two methods of tracking damage. Hit Points, and the Damage Track. The Damage Track represents the character's current state of health, and is independent from the character's current HP total. Conceptually, the Damage Track represents serious injuries, while hit points represent minor injuries and other bodily fatigue.
Every time a creature takes damage from a single source that exceeds their Damage Threshold, they move down the damage track. A character will only move one position down the damage track in this manner. For example, If Bob's Damage Threshold is 14, and he takes 30 points of damage, he still only moves down 1 position on the Damage Track despite the fact he received twice his Damage Threshold.
The Damage Threshold is a creature's Constitution Score + Hit Die**.
The Damage Track Has the following Progression: Normal -> Wounded -> Badly Wounded -> Near Death -> Unconscious/Dead.
A character can only die when their hit points are 0, and they have reached the "Unconscious/Dead" state of the Damage Track.
When reduced to 0 hit points, a character falls unconscious and cannot be revived until the combat ends. The damage track does not change when this occurs.
When a PC reaches "Unconscious/Dead" in the damage track, They are unconscious and bleeding to death. Each round they lose 1 HP from their remaining HP total. When they reach 0 HP, the PC is dead.
A character will never have negative hit points. Subsequent damage after being reduced to 0 hit points moves the character one step down the damage track for each source of damage.
Instant Death effects reduce the PC to the "Unconscious/Dead" position of the Damage Track and does not affect their current HP. The PC is then "bleeding to death" for the remainder of their HP.
The Toughness Feat grants a +2 bonus to the Damage Threshold. This bonus stacks with each time the feat is taken.
Subdual Damage deals HP damage normally, but will never move a character down the damage track.
Recovery: Magical Healing moves you up the damage track. Natural healing requires 1 full day (24 hours) of rest to improve 1 position on the damage track. Every time a character is healed his Damage Threshold in HP*, he moves up one position on the damage track. Taking any damage between successive healing effects resets the tally. Healing a character who is at maximum hitpoints still receives an improvement on the damage track, but his maximum hitpoints remains unchanged.
Metagame analysis of this system:
Low level characters are unlikly to die because they are more likely to be dropped to 0 HP before their damage track reaches "Dead". High level characters are more likely to be dropped from injuries inflicted via the damage track than from their hitpoints reaching 0.
Notes: *We may need a better system for Healing.
Should Damage Track injuries reduce effectivness of the character? So far I vote No because most people will forget to apply them anyway.
**Clarification Edit: Hit Die, Meaning Total Hit Dice, e.g. Character Level.
Last edited: