Sadrik
First Post
Something that is not modeled in the game is certain types of critical damage that would ignore HP. HPs are described as durability, health, quickness, energy, luck, favor, and magic. An abstraction. 1/2 HP and above you show no injury and below 1/2 you get cuts and bruises.
Taking that description and then
Things like falling, starvation, suffocation, thirst, toxins of all types, diseases, heck radiation, pressure, vacuum, coupe de grace (sneak attack), energy drain or any other type of catastrophic damage.
Certain types of damage should not go to HP. They should be handled by some other method. That is what this thread is to debate, what types of mechanics can be applied to the game to represent this type of damage. HP are not enough. If you believe HP are enough explain how your mechanic would work.
So, here are a few options that can handle it:
By having different conditions perhaps multiple conditions for each type. Poison perhaps could have sickened at first then poisoned and then dieing. Each could have a condition track. Falling might apply a broken condition if you fail a save and if you fail another you are dieing.
By utilizing the negative HP as "wounds". So you either make negative HP as a second bucket of points to mark off or you lower max negative number, either way it is the same effect. While suffocating you mark off 1d6 per minute and make a save or something. when you fall you apply damage here rather than you HP.
By utilizing stat damage, however, I think this is not being seriously looked at but it could accomplish this easily.
Something needs to be in the game that does not heal quickly and easily in the HP short rest cycle. Also something that can allow certain dangers and hazards be that real dangers and hazards (suffocation, falling, energy drain etc.)
So what say you...
Taking that description and then
Things like falling, starvation, suffocation, thirst, toxins of all types, diseases, heck radiation, pressure, vacuum, coupe de grace (sneak attack), energy drain or any other type of catastrophic damage.
Certain types of damage should not go to HP. They should be handled by some other method. That is what this thread is to debate, what types of mechanics can be applied to the game to represent this type of damage. HP are not enough. If you believe HP are enough explain how your mechanic would work.
So, here are a few options that can handle it:
By having different conditions perhaps multiple conditions for each type. Poison perhaps could have sickened at first then poisoned and then dieing. Each could have a condition track. Falling might apply a broken condition if you fail a save and if you fail another you are dieing.
By utilizing the negative HP as "wounds". So you either make negative HP as a second bucket of points to mark off or you lower max negative number, either way it is the same effect. While suffocating you mark off 1d6 per minute and make a save or something. when you fall you apply damage here rather than you HP.
By utilizing stat damage, however, I think this is not being seriously looked at but it could accomplish this easily.
Something needs to be in the game that does not heal quickly and easily in the HP short rest cycle. Also something that can allow certain dangers and hazards be that real dangers and hazards (suffocation, falling, energy drain etc.)
So what say you...