Belgarath said:Since no one has mentioned it, then i will. I have always kinda liked the Earthdawn system for dealing with damaged. You have 3 things based on your constitution : wound threshold, unconcious threshold and death threshold.
Any time you take damage, it is added to how much you have. Once you reach the unconcious threshold then you fall unconcious and death you die of course. The trick to it, is that if you take more damage in one blow than your wound threshold, then you recieve a wound. More than one wound will give you negatives to your skills.
There is a mechanic to adding to your unconcious and death thresholds, but your wound threshold will remain the same unless your constitution increases.
This is a great system since it does seperate your grazes and your really damaging blows. Eventually as you gain levels you toughen up so you can take more grazes, but your hefty damage pretty much remains the same.
Something like this can be developed for D&D, but it will take a bit of playtesting to work it out. Look into Earthdawn for possibilities on it
Great post. I think to some extent you could argue, though, that 4E has these thresholds: full to half HP's is vitality damage (pre-bloodied HP's), half to 0 is wound damage (bloodied HP's), 0 to -10 is unconcious and -10 and under is dead. A good option might be to track the vitality damage (pre-bloodied HP's) seperate from the wound damage (post-bloodied HP's). Then cool feats and criticals (in lieu of extra damage) could potentialy skip vitality damage and directly wound a character/monster. The solution would be generaly within the rules, easy to track and add an extra level of threat to encounters. What does everybody think?