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<blockquote data-quote="Dragongrief" data-source="post: 6754916" data-attributes="member: 8882"><p>Looking for feedback on an alternate hit point/health system. There are some things that would need to be ironed out (like how multi-classing factors in to Threshold), but I wanted to make sure the basic mechanic is solid first.</p><p></p><p>A while back, some of my players had asked for a more "realistic" armor system (i.e. armor lessens damage rather than just increasing the chance of avoiding it entirely). I found a couple decent options, but due to the way Hit Points work, they all added more complexity than is manageable for a large group. For whatever reason, the topic jumped back into my head while watching my wife play Assassin's Creed, and this is what I came up with.</p><p></p><p><strong><u>Life Points</u></strong> = Constitution + Proficiency</p><p><strong><u>Threshold</u></strong> = 1/2 Hit Die size + Armor modifier (not the current AC mods)</p><p>*Higher Threshold values mean you have more training on defending yourself from harm (or are wearing significant padding)</p><p></p><p><strong>Rolled Damage / Threshold</strong> = Life Damage (round up)</p><p></p><p>For example, and Level 1 unarmored fighter with a Con of 14 would be:</p><p></p><p>Life: 16</p><p>Threshold: 5</p><p></p><p>On a damage roll of 1 to 5, he takes 1 Life damage. On 6 to 10, 2 damage. Etc.</p><p></p><p><strong><u>Hit Dice</u></strong>: Expended to reduce the Rolled Damage before applying Threshold (reducing it to 0 would result in no damage).</p><p>**Instead of a restorative ability, HD become an exertion mechanism. The number being rolled would need to be chosen at one time, probably after the damage dice are shown, but before they are rolled (you know there's an 8d6 Fireball headed at you, but not whether it will be all 1s or all 6s).</p><p></p><p>**** Update ****</p><p><strong>Life</strong> = 8 + Constitution Modifier + Proficiency</p><p></p><p><strong>Surprise</strong>: Character cannot use Hit Dice to reduce attack damage.</p><p></p><p><strong>Helpless/Paralyzed</strong>: Only armor and magic are applied to Threshold (minimum rating 1).</p><p></p><p><strong>Magical Healing</strong>: 1st die of healing (plus modifiers) is applied to Life. Additional dice restore HD, starting with the lowest.</p><p></p><p><strong>Natural Healing</strong>: Regain 1 Life for each day of light activity. Regain Con Mod Life for each day of complete bed rest (minimum 2).</p><p></p><p><strong><u>Hit Dice Recovery</u></strong></p><p>*<strong>Take a Breather</strong> (all characters): You may recover up to half of your Hit Dice during a short rest. This ability recharges on a long rest. (Will need to check if this needs to be more often or allow to recover more)</p><p>*<strong>Second Wind</strong> (fighters): Recover a number of your Fighter Hit Dice up to your proficiency modifier.</p></blockquote><p></p>
[QUOTE="Dragongrief, post: 6754916, member: 8882"] Looking for feedback on an alternate hit point/health system. There are some things that would need to be ironed out (like how multi-classing factors in to Threshold), but I wanted to make sure the basic mechanic is solid first. A while back, some of my players had asked for a more "realistic" armor system (i.e. armor lessens damage rather than just increasing the chance of avoiding it entirely). I found a couple decent options, but due to the way Hit Points work, they all added more complexity than is manageable for a large group. For whatever reason, the topic jumped back into my head while watching my wife play Assassin's Creed, and this is what I came up with. [B][U]Life Points[/U][/B] = Constitution + Proficiency [B][U]Threshold[/U][/B] = 1/2 Hit Die size + Armor modifier (not the current AC mods) *Higher Threshold values mean you have more training on defending yourself from harm (or are wearing significant padding) [B]Rolled Damage / Threshold[/B] = Life Damage (round up) For example, and Level 1 unarmored fighter with a Con of 14 would be: Life: 16 Threshold: 5 On a damage roll of 1 to 5, he takes 1 Life damage. On 6 to 10, 2 damage. Etc. [B][U]Hit Dice[/U][/B]: Expended to reduce the Rolled Damage before applying Threshold (reducing it to 0 would result in no damage). **Instead of a restorative ability, HD become an exertion mechanism. The number being rolled would need to be chosen at one time, probably after the damage dice are shown, but before they are rolled (you know there's an 8d6 Fireball headed at you, but not whether it will be all 1s or all 6s). **** Update **** [B]Life[/B] = 8 + Constitution Modifier + Proficiency [B]Surprise[/B]: Character cannot use Hit Dice to reduce attack damage. [B]Helpless/Paralyzed[/B]: Only armor and magic are applied to Threshold (minimum rating 1). [B]Magical Healing[/B]: 1st die of healing (plus modifiers) is applied to Life. Additional dice restore HD, starting with the lowest. [B]Natural Healing[/B]: Regain 1 Life for each day of light activity. Regain Con Mod Life for each day of complete bed rest (minimum 2). [B][U]Hit Dice Recovery[/U][/B] *[B]Take a Breather[/B] (all characters): You may recover up to half of your Hit Dice during a short rest. This ability recharges on a long rest. (Will need to check if this needs to be more often or allow to recover more) *[B]Second Wind[/B] (fighters): Recover a number of your Fighter Hit Dice up to your proficiency modifier. [/QUOTE]
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