James Gasik
We don't talk about Pun-Pun
Certainly what you could do, and has been done in other systems, is split hit points into WOUNDS and VITALITY. Wounds are equal to half your hit point total (rounded up). You only take Wound damage from critical hits or when your Vitality hits zero (and certain special attacks the DM decides are particularly deadly, like Swords of Sharpness).I would be worried that this sort of design would potentially be more hassle than it's worth and possible a case of over-engineering. I think that there is a reason that HP tends to endure across a lot of tabletop and video games. It's easy and straightforward to understand as a game mechanic. It's really only edge cases that rub a small subset of people the wrong way, though I think that is due to their own preferences.![]()
Magical healing, potions, and the Healer Feat, can recover Wounds first, then Vitality. Things like Second Wind can only recover Vitality. Hit Dice can only restore Wounds during a long rest, otherwise, they restore Vitality.
If your Wounds hit zero, you die. No death saves, no nothing, you're dead, Jim. Better hope someone has Revivify!
Now you know when an attack is "just a flesh wound" and when you should describe people as being bruised, bloodied, and seriously hurt.
It's a grittier system than 5e core, especially in light of how terrifying monster crits are, and you'd probably have to ban Adamantine armor, but it makes the distinction more clear.
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