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D&D 3E/3.5 3.5 Homebrew

Random ideas.

Hit Points Rejigged
The idea is a variant wound/vitality system which can accommodate different styles, and to reorganize the various conditions effects to make them more interesting and germane to play. Also, to fold in the massive damage mechanic – which always struck me as an ugly beast – and make it more relevant.
I have probably poached ideas from any number of sources, and not credited anyone: it all blurs together, after a while. If an idea is yours, then thanks. I've tried to make the case as brief but as logically as possible. The range where characters were simply unconscious (-1 to –9 hit points) has essentially been enlarged, with more possibilities added. Characters are much more robust; the rules are conceived to support canny players with no divine casters.

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RECOVERY ASSUMPTION
Rally, rest and convalescence are arbitrary and convenient periods of time which are flexible enough to respond to plot needs or to be hand-waved for convenience.

Rally
A rally is a short period of time, typically between encounters, where characters have an opportunity to catch their breath, regroup and refocus. Often, a rally period can be subsumed within another period of time if other nonstrenuous activities (casual searching, looting corpses, sharpening weapons etc.) are taking place; otherwise, a rally period should never be longer than a few minutes. After rallying, a character's full hit points return, unless he is wounded.

Rest
A rest period is sufficient length of time to recoup major strategic resources such as daily abilities and spell slots. A rest may be overnight, but it may be at other times and for a shorter period if circumstances warrant and the referee permits. A rest period is also sufficient time for enemies to make strategic preparations of their own. After a rest period, the effects of normal fatigue and exhaustion end; fatigue or exhaustion associated with unhealed wounds, however, remains.

Convalescence
Convalescence is an extended period of time – days, weeks or even months – during which a character may heal wound damage and ability damage. The tenor of the campaign will dictate the exact length of the convalescence; if healing magic is widely available, convalescence is generally either brief or unneccessary.


INJURY
Hit points recover quickly and wounds recover slowly unless healed with magic. When your hit points run out, you need to withdraw from the front line.

Hit Points
Hit points are an 'ablative' resource: they do not represent physical wounds so much as skill, luck, divine favour and the ability to shrug off pain. If you have suffered hit point damage, you recover your full hit points when you rally.
You gain hit points normally according to your hit die; at 1st level, you receive maximum hit points and you also gain an additional number of hit points equal to your Constitution score. Nonlethal damage affects your hit points no differently than lethal damage.

Wounds
Wounds represent real physical damage, and their range is smaller than hit points. Wound damage does not heal except with convalescence or magic.
You have a total number of wounds equal to your Level + your Constitution score.
Only when your hit points are reduced below 0 do you begin to take damage to your wounds: any extra damage from the attack which reduced your hit points to 0 is transferred to your wounds. Damage from subsequent attacks is also applied directly to your wounds until you have had an opportunity to rally.
If you receive nonlethal damage sufficient to otherwise reduce your wounds to 1, you are staggered; if you suffer nonlethal damage equal to or greater than your total hit points + wounds you become unconscious. Nonlethal damage is automatically recovered after rallying.
Hit points are always reduced to 0 before wound damage is sustained; there is no way to 'bypass' hit points and deliver damage straight to wounds.

Wounded Condition
If you suffer damage to your wounds you gain the wounded condition in addition to any other effects. If you are wounded, you cannot regain your maximum hit points when you rally. Depending upon how badly you are wounded, you may also suffer additional effects:
  • If reduced to fewer than 50% of your wounds you are fatigued. You can neither run nor charge, and take a -2 penalty to Strength and Dexterity.
  • If reduced to fewer than 25% of your wounds you are exhausted. You move at half speed and take a -6 penalty to Strength and Dexterity.
  • If you are reduced to 1 wound you are disabled. You may take only a single move action each round, and you move at half speed.
  • A character reduced to 0 wounds is dead
The conditions associated with wound damage last as long your wounds remain in that range.

Hit Point Recovery for Wounded Charcters
Characters who are wounded may recover only some of their hit points after they rally.
  • Any character who suffers the wounded condition cannot regain more than 75% of his normal maximum hit points for as long as the wounded condition persists.
  • A character who is also fatigued by his wounds has his maximum hit points reduced to 50% of normal
  • Characters who are exhausted have their maximum hit points reduced to 25% of normal.
  • Characters who are rendered disabled or unconscious through wound damage cannot regain hit points until that condition ends


DEATH?
Massive damage doesn't necessarily kill you.

Massive Damage
If you sustain damage from a single attack which is sufficient to reduce you to fewer than half of your remaining wounds you must make a Fort save (DC 10 + the number of wounds you lost) or suffer the effects of massive damage. Massive damage represents a single traumatic event severe enough to cause shock, disability, unconsciousness or death. A character with few or no hit points ('out of luck') is at much higher risk of suffering massive damage from an attack, and should get out of harm's way until he can rally.

Effects of Massive Damage
When you suffer massive damage you gain the dying condition and you are automatically staggered for 1d4 rounds: you may take a single move action or standard action each round, but not both; nor may you take full round actions.
When you suffer massive damage, you may also enter shock: this effect is dynamic and is adjudicated on a round-by-round basis.

Dying
Dying characters automatically lose 1 wound per round until some action is taken to stabilize them or they die. Dying characters may be either conscious or unconscious.
If you are dying, a successful Heal check (DC 15) made as a full round action stabilizes you, and you stop losing wounds. Any curative magic immediately stabilizes you. Without healing, three consecutive stabilization checks (Con check, DC10) are required from the dying character in order to stabilize; otherwise, a successful check means that wound damage for that round only is negated.
If a dying character reaches 1 wound, he becomes disabled. Disabled characters may take only a single move action each round, and move at half speed.
A character who reaches 0 wounds is dead.

Shock
On the round when you suffer massive damage, you must make a Fortitude saving throw (DC 15). If you fail, you are stunned, and may not act. If you succeed, you may act but remain staggered.
If you fail the initial saving throw, you must repeat it every round on your turn. If you succeed, the stunned condition ends, but you remain staggered for 1d4 rounds afterwards. For each additional round that you are dying and continue to lose wounds, the Save DC to end the stunned condition increases by +1. If you fail three consecutive saving throws, you collapse altogether and become unconscious.
A character rendered unconscious by shock can attempt to regain consciousness – and the stunned condition – every round by means of a Fortitude save against the same DC.





Spins

Classic: Healing magic applies normally to wounds and hit points; wounds are cured first.
Meaner: Healing magic heals hit points normally; alternatively, 1 wound per spell level may be healed.
Risky Raiding: There is no healing available. Characters regain 1 lost wound each time they rest. Characters use their wits and rally whenever possible.
Generational Campaign: Characters regain 1 lost wound per week of convalescence provided that they succeed at a DC 10 Constitution check; long-term care grants a +2 circumstance modifier to the check. Characters who roll a natural '1' on the check worsen, and lose a further 1d4 wounds. Healing magic is generally unavailable.
Swords and Sorcery: Characters do not gain bonus hit points at 1st level and do not apply their Constitution modifier to their Hit Dice: Constitution still modifies saves and checks, and it determines wounds normally. Wounds recover at the rate of 1 for every full day of convalescence; long-term care doubles the rate. Healing magic is unusual or expensive.
Heroic: Mooks and normals receive only wounds, not hit points. Only heroes and villains receive hit points.
Grim: Characters receive no hit points, only wounds, like mooks and normals. Characters receive a defense bonus equal to half their BAB; treat this as a dodge bonus. Armor confers damage reduction equal to 1+ half its AC bonus. Watch out for fireballs. Good luck.
Die Hard: You can rally as a full round action.

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the Jester

Legend
Hey Sep, very cool modifications to the 3e ruleset.

I really like the vagueness of the time frame involved- that certainly lets 10 groups adopt 10 different styles of play. Thumbs up to that.
 

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