Well, I see a few views on the counter so I'll continue with an explanation of my thoughts. Keep in mind, this has not seen extensive playtesting yet, but the idea is mainly to create a structure to work with for a more intuitive system.
The next thing I wanted to deal with was conditions. Hit point damage is pretty self explanatory. You take "x" damage and mark off your total HPs. The other thing which can affect your PC (or adversaries) are the various conditions. 3.5 condition summary lists about 40, 4e thankfully cut this number down (well...sort of).
My intent was to condense that into another easy to use, intuitive system which would build on the new idea of attacking and defending with attributes. It is based on "wound systems" found in several other RPGs.
So, there are 10 conditions, each with three tiers (some I have removed as "states", others I have consolidated). In many cases, stacking multiple effects that cause a condition will cause the conditon to worsen. In most cases, when an attack causes a condition, an attacker can theoretically "crit". If the defender fails, they are on tier one of the condition. If they fail by 10 or more, Tier 2, 20 or more Tier 3.
Also for simplicity, each one of these states takes on uniform penalties, namely -2 for Tier one, -4 for Tier Two and Tier three is almost always some sort of really bad situation.
Each of these will be represented with a tracker on the character sheet for easy reference.
Several things to note:
Some combat penalties and states have been rolled into a "condition". For example, being Grappled is equivalent to being Entangled; Kneeling is equivalent to be being Hampered. This cuts down unnecessary rules creep.
Also, things can get a bit more dangerous. The system allows me to completely remove subdual damage. Either a critical strike or repeated bludgeonings could take a PC from "Dazed" to Knocked Out.
This also opens up some uniformity for spells which did not previously exist and allows for some cool tricks (save or suck toned down by requiring Wizards to beat defenses by a certain amount in order to apply the realy nasty effects, etc.)
I'm sure the application will need plenty of tweaking for actual play, but you should get the general idea of what I ws shooting for.
Constitution Defense Failures
Daze
Dazed – Stunned – Knocked Out
The -2/-4 penalty applies to Dexterity and Perception (Agility).
Stunned characters may only take a single Standard action per round.
Knocked Out characters are effectively helpless. They can be roused to "Stunned" by magic, a full round Healing check versus the recovery DC, or a succsessful Constitution Defense versus the recovery DC.
Fatigue
Fatigued – Exhausted – Asleep
The -2/-4 penalty applies to Strength and Con (Body).
Exahausted characters cannot run and are at 1/2 movement (this is not cummulative with movement penalty from Hampered).
Asleep characters are effectively helpless. They can be roused by magic, a full round Healing check versus the recovery DC, or a succsessful Alertness check versus the recovery DC.
Weakness
Weakened – Decayed – Incapacitated
The -2/-4 penalty applies to Strength and Con (Body).
Decayed characters can only take a single Standard action per round.
Incapacitated characters are so weak they are unable to move however they remain aware of their environment. It takes magic or a Healing check against the recovery DC as a full round action to improve their condition.
Dying
Disabled – Dying – Dead*
(See the
Death's Door section for more detail. This condition is cleared when a player is healed past zero hit points, however lingering effects may remain.)
Dexterity Defense Failures
Hampered (Direct or Environmental)
Hampered – Entangled/Prone – Immobilized
The -2/-4 penalty applies to Dexterity and Perception. (Agility)
Hampered equals ½ move. Hampered also is equivalent to a player choosing to enter into a position of less manuverability such as kneeling (Attack penalties with some ranged weapons may be waived in this case).
Entangled is 5 feet per round movement. This can apply if you are attempting to move in a manner that is not a natural mode of movement for your character (Climbing, squeezing, swimming for a Human for instance). A prone character (a character that is deprived of their normal mode of movement i.e. bipedal creature flat on the ground; fish on the beach, etc.) is also considered to be in this category. Entangled/Prone is also the same as “Grappling”, however the penalty does not apply to the person you are grappling. Normally, you can try to escape this condition each round by making a successful check against whatever holds you in place.
Immobilized characters need help to get free and have no move actions. They may be allowed limited standard actions depending on the source of the condition. Situations will vary on how to accomplish these allowed actions (Strength Attacks versus bonds, Magical assistance, etc.).
Dodge
Half Force - Full Force - Critical Damage
While this is a Defense check with instantaneous effects, this describes your ability to escape some forms of direct damage. Many attacks on Dexterity Defenses by spells follow this pattern of damage. "Half force" means you take one half damage; Full force is full damage and Critical damage is usually double listed damage and/or some other special effect.
Wisdom Defense Failures
Vision (Direct or Environmental)
Dazzled – Obscured – Blinded
The -2/-4 penalty applies to any attack, defense, or skill that requires vision or co-ordination
Charcaters affected by the
Obscured condition cannot see clearly beyond 5 feet.
Characters affected by the
Blinded condition cannot apply training to Attacks or Defenses that require sight.
Fright
Shaken – Frightened – Cowering
The -2/-4 penalty applies to Perception and Dexterity (Agility)
Cowering characters are overcome with fear and cannot act.
Charm
Fascinated – Charmed – Dominated*
The -2/-4 penalty applies to Charisma and Wisdom (Mind)
A
Fascinated creature is predisposed to focus on it's target of fascination, however the creature is not an automaton or under any direct influence.
A
Charmed creature is less perceptive and it's affiliation is altered (Role played as per limitations of spell or effect).
A
Dominated creature is under the complete control of another entity. It's perception penalties still remain however as it's mind is clouded.
Sanity
Distracted - Confused - Insane
The -2/-4 penalty applies to Charisma and Wisdom (Mind)
A
Distracted character simply has trouble focusing and collecting their thoughts. A concentration check of 10+spell level is required to cast spells.
A
Confused character has great difficult focusing and may be subject to continued attacks on their Wisdom each round or risk random behavior. A concentration check of 15+spell level is required to cast spells.
An
Insane character has lost it's mental faculties. In general, it cannot cast spells, cannot perform complicated tasks and cannot act in a rational manner.