• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E A New Way to HP

Ashkelon

First Post
Take a moment to imagine a world where both camps who enjoy HP = slowly recovering meat and HP = stamina/fatigue/moral/luck/etc can play the same game and not have any issues with how the game portrays HP. Yeah, that is a lofty goal, but I think we can reach it, or at least get close. So bear with me here.

Step 1: HP
Hit Points (HP) represent your body's endurance, "meat", and your ability to take a hit. They are not 100% meat so don't get the impression that losing HP means you suffer massive gaping wounds, but losing HP does imply at least some physical contact with a source of harm. A skilled warrior is able to roll with the blows he receives so HP damage usually only results in minor scrapes, scratches, and bruises.

Your HP are not determined by your class, rather they are soley determined by your character level. At level 0, your base HP are equal to your Constitution score. You gain additional HP each level equal to 1 + your Con mod. You always gain at least 1 HP per level, even if your Constitution is 8 or less.

HP recover very slowly without the aid of magic. With a long rest, you recover an amount of HP equal 20% of your maximum HP. So if you are 10th level and have a 16 Con, you would have 56 HP and your would recover 11 HP per long rest.

Optional: If you rest in a comfortable and safe location such as an inn, you recover twice as many HP each night.

Step 2: HD
Hit Dice (HD) represent a combination of your fighting skill, stamina, toughness, luck, and general combat capability. HD represent your ability to dodge out of the way, parry a blow, block an attack, or otherwise avoid bodily harm. You gain 1 HD each level based on your class. For example, a 10th level fighter would have 10d10 hit dice.

You may spend HD whenever you take damage to attempt to reduce the damage taken. Roll any amount of your remaining HD and add the result together; reduce the damage you would take by an amount equal to the total rolled. If you reduce the damage to 0, you completely avoid the attack suffer no secondary effects (such as being paralyzed by a ghoul's touch).

Here is an example of how this would work. A 5th level fighter is ambushed by an evil wizard. The wizard launches a 21 damage fireball at the fighter. The fighter decides to spend 3 of his HD to reduce the damage and rolls a 4, 5, and 7. He would reduce the damage taken by 16 points, so he would still lose 5 HP. The wizard's partner then attempts to attack the fighter with a poisoned dagger hiting for 6 damage. The fighter decides to spend another HD and rolls a 7. Since the fighter reduced the damage to 0, the fighter does not even need to make a saving throw against the poison.

HD are primarily recovered through rest. A short rest or a long rest recovers all spent HD. Inspiration, magic, potions, and a few other sources (such as the barbarian's rage or the fighter's second wind) can also recover hit dice. For example, the warlord doesn't heal HP, he instead inspires his troops recovering their HD. Healing potions are another way to recover spent HD. Most healing potions recover HD and not HP. Only the truly powerful magical healing potions are able to restore your Hit Points. Herbal remedies, ointments, and salves merely replenish your lost energy reserves.

Step 3: Heroic Effort (Optional)
There are other used for HD besides merely reducing damage taken. You can spend a single HD whenever you would make a saving throw or in a contest to attempt and add the result to your total. For example, an 18 Strength fighter is arm wrestling with an Ogre and really wants to win. He decides to spend a HD when he rolls his d20 for the Strength contest. He rolls a 12 on the d20 and a 5 on the d10, for a total result of 21, soundly beating the ogre's total of 17. You may not spend more than a single HD whenever you use Heroic Effort.

Step 4: Modify It
Not everyone will want to play in a game where you have to actively avoid sword swings much the same way as you actively dodge fireballs, and that is ok. This method is very highly customizable. Here are some suggested options:

1. Static HD: Don't roll HD, just use the average rounded down. If your fighter would take 12 damage from an attack, spend 2 HD and simply reduce the damage taken by 10.

2. Slower Recovery: Some people will probably feel that regaining all your HD back with a short rest is too much. With this option, you only regain 1/2 your total HD with a short rest instead of all of them. If you want a really slow recovery, reduce it to 1/4 your total HD per short rest.

3. Old School: Instead of regaining HP equal to your Con mod + your level each night, you only regain HP equal to your level. If you want to go real Old School, you only heal 1 HP per night!

4. Stamina: Instead of rolling your HD to avoid taking damage, you instead roll all your HD (or use the average) at the end of each rest. The total rolled is your "stamina". Stamina are similar to temporary hit points. You lose stamina just like you would lose HP, and you lose your stamina first.

5. Static Damage: Don't roll for damage, just use the average. Rolling for HD to reduce damage already creates enough variance.
 
Last edited:

log in or register to remove this ad

I feel like this would make weak enemies much more powerful than they would otherwise be. If a goblin hits for 1d4, then it's not generally worth spending a Hit Die to block that, where you might be more willing to spend a d10 to block an orc or ogre. Personally, if I was playing this game, I would use the rule for average values - nothing worse than spending a d10 to stop 5 damage and only getting a 1, except possibly spending a d10 to stop 5 damage and rolling a 10. Massive inefficiency ensues.

Why not just roll your Hit Dice together after each short rest, and make them act like temporary Hit Points? If you're level 8, then you might have 20 Hit Points and 8d10 Hit Dice, so just say that you have 20 Hit Points and 44 temporary Hit Points?

Also, you probably don't want to increase Hit Points by (1 + Con modifier) at each level. Aside from killing some people outright when they reach level 6, it places way too much dependence on the Con score.
 



what?

Because that's what happens in D&D????

Naw in D&D it's left vague and is meat + non-meat in unknown percentages.

In your system, you're outright declaring HP = Meat + Fatigue.

Why would my experience level increase my meat, or increase my ability to cope with fatigue? If my bard is really good at talking the party out of trouble, solving political intrigue cases, and those sorts of things, and they rise in experience level because of it, why are their HPs going up?
 

Naw in D&D it's left vague and is meat + non-meat in unknown percentages.

In your system, you're outright declaring HP = Meat + Fatigue.

Why would my experience level increase my meat, or increase my ability to cope with fatigue? If my bard is really good at talking the party out of trouble, solving political intrigue cases, and those sorts of things, and they rise in experience level because of it, why are their HPs going up?

Not my system.

HP increases with experience in D&D. That's D&D, does it need any other explanation? The OP's system is a D&D plugin HP system. Though your second post is a good question. Why didn't you just post that?

Maybe more experience means the player is in better shape.
 

Not my system.

Sorry, I mean in Ashkelon's system.

HP increases with experience in D&D. That's D&D, does it need any other explanation?

Uh yeah, because it's a houserule changing assumptions in D&D.

The OP's system is a D&D plugin HP system.

It's a change to the way HPs are done in D&D. D&D has a way to answer the questions I posed, in the portion that is non-meat. But he removed a lot of that portion from his system, so the explanation from D&D mostly goes away and I am left asking how he deals with it in his new system.
 

Naw in D&D it's left vague and is meat + non-meat in unknown percentages.

In your system, you're outright declaring HP = Meat + Fatigue.

Why would my experience level increase my meat, or increase my ability to cope with fatigue? If my bard is really good at talking the party out of trouble, solving political intrigue cases, and those sorts of things, and they rise in experience level because of it, why are their HPs going up?

I said HP are made up of "meat", endurance, and long term fatigue. They are not 100% meat. They are only partly meat. As you gain experience, you are better able to turn a deadly attack into a minor one. This mostly comes from HD which gives you a chance to outright avoid taking damage, but there are times where you still take physical damage on your body. As you level, you are better able to "roll" with the blow, absorb the shock of the attack, use a last second burst of energy to move aside, or otherwise endure the bodily harm that would normally kill you. So as you level your HP will still increase to represent this.

Of course it could be argued that HP should be pure meat and that they should not increase with level, but then armor would have to be DR instead of boosting your AC. Since the only way D&D knows how to represent skill based increases in defense is through increasing HP, this sadly will not work without a complete overhaul of the entire d20 system.
 

I said HP are made up of "meat", endurance, and long term fatigue. They are not 100% meat.

Yes, I know, and I addressed that.

Since your meat is "fixed" at level 1 (you don't "grow more" or "better" meat as you level, obviously), all that is left to increase with level is your ability to endure fatigue. Why would your ability to endure fatigue (which is just another way of saying endurance - they are synonyms) go up as your level increases? It might make sense for a fighter who swings their sword all day long, but for a lot of classes, why would their ability to endure fatigue increase as they overcome challenges?
 

Why would your ability to endure fatigue (which is just another way of saying endurance - they are synonyms) go up as your level increases? It might make sense for a fighter who swings their sword all day long, but for a lot of classes, why would their ability to endure fatigue increase as they overcome challenges?
You're assuming that casting a spell or firing an arrow are not as fatiguing as swinging a sword.

Personally, I just see at as your ability to not die from your injuries, which increases as you take successively greater injuries without dying. Not that real people work exactly like that, of course, but it's a decent enough model for a game that includes a lot of people getting hurt.
 

Into the Woods

Remove ads

Top