D&D 5E ALTERNATIVE (ADVANCED MODULE?) HP/WOUNDS SYSTEM


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Has anyone tried just splitting the hit point total in half. The first half is hit points, the second half is wounds.

You can spend Hit Dice to heal hit points, you need time and magic to heal wound (hence the spell Cure Light Wounds).

It allows characters to bounce back quickly but can still walk around wounded.

Another option is to take the negative hit points you normally have (I forget the calculation) and make them into wounds and track them separately and heal them similar to above.

Just a thought.
 

Too complex. Simpler:

1. You have Hit points as described in the PHB. Your Wound Points are equal to your Constitution score.

2. When your hit point total reaches zero, all damage is taken from Wound Points. When you run out of Wound Points, you die.

3. Poison damage and energy drain damage are subtracted directly from wound points. When you are the recipient of a successful critical hit, 1d6 points of the total damage are subtracted from your wound point total instead of hit points.

4. Wound points cannot be magically healed through any spell less powerful than regeneration or heal. Wound points are recovered at a rate of 1 per full day of complete rest.
 

I have something similar, but quicker

First: Concept of Threshold introduced "1/4 max hit points"; Concept "Critical" Introduced which at 120% max hit points; "Dead" at 150% max hitponts

Minor Injury: Any hit that does more than "Threshold"; Any time become bloodied; impact lose a healing surge (in 4e) or an extra d6 damage (non 4e). Minor Injuries are cumalitve. A minor injury is removed by a heal check or a healing check (DC 12). If spell >= cume minor injuries, it removes all; for each cume minor heal check +4. So a hero with 4 minor injuries can have all injuries removed with a 4th level spell or a DC 24 check. (Optional: minor wounds bleed at 1/round, cume)

Major Injury:When a hero has cume minor injuries = Con Mod +3 they have a major wound. If a hero goes to critical, they take a major wound. Major wounds impose a -1 on all checks related to a modifier for each major wound. A hero with a major wound takes it to Dexterity, representing the loss or a couple of fingers to his primary hand, while a hero suffer 3 major wounds takes 2 to dexterity and 1 to constitution. The hero lost his arm, severely impacting ability react to situations based on agility; the loss in Con represents the injury reduces their endurance. A major injury can be removed with restoration, regeneration and limited wish type spells
 

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