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ALTERNATIVE (ADVANCED MODULE?) HP/WOUNDS SYSTEM
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<blockquote data-quote="RangerWickett" data-source="post: 6117338" data-attributes="member: 63"><p>I feel like you could cut down the complexity a bit and still accomplish your goal. Maybe something like this:</p><p></p><p> </p><p><strong>Simple Version</strong></p><p>You get all the HP you normally would. When you're out of Hit Points (as in, ow, that made contact with me), further damage goes to Wound Points (as in, argh, I'm badly injured!). You no longer go to negative HP. Instead you have 10 WP.*</p><p></p><p>As usual, when you run out of HP, you're unconscious. If you get 6 hours to rest, all your HP comes back. If you rest for an hour, you can regain HP up to half your max. </p><p></p><p>When you're out of WP, you are mortally wounded and die in a couple rounds unless magically healed. WP heals at a rate of 1 per day, unless magic is used. For each 1 die of HP healing, the spell also restores 1 WP (so 1 for CLW, 4 for Cure Critical Wounds; Heal gets you to full). Inspirational healing cannot heal you above half your max HP, and never heals WP.</p><p></p><p>Critical hits deal full HP damage, plus 1 WP, so any time something crits, you at least make a solid contact. Most monsters would need to be tweaked so that any effect that requires impalement, swallowing, poison-injection, or the like only occurs on a crit or if the target is out of HP.</p><p></p><p>In the simple version, that's it.</p><p></p><p>*(NPCs and monsters that are published with fewer than 10 HP effectively have their HP converted to WP, and are just weenies that go down with a modest hit. Any Medium or smaller creature with at least 10 HP as published gets 10 WP, and has their remaining HP reduced by 10. Larger creatures get more WP - 20 for large, 30 for huge, 40 for gargantuan, 50 for colossal - which are likewise just split off from their normal HP total. This is mostly just for the sake of narrating combat, but it's handy to know for when NPCs or monsters get away and need to heal.)</p><p></p><p><strong>Complicated Version</strong></p><p>Whenever you take any WP damage, there's a chance for a lingering injury. They can persist even after you heal the WP damage that caused them. When you get hit, roll a Constitution save (DC 10?) to avoid the wound. Even if you lose a limb or something, the game should have magical prostheses and the like.</p><p></p><p>1 to 4 - Scar.</p><p>5 - Sprained limb (penalty to use), lost body part that doesn't actually impair adventuring (ear, nose, finger, nipple, scalp)</p><p>6 - Dislocated limb or broken jaw (unable to use), bleeding damage, blinded in one eye (for a few days)</p><p>7 - Broken limb (unable to use for weeks), fractured ribs, blinded in both eyes (for a few days). Reduces your max HP by 25%.</p><p>8 - Severed hand or foot, mangled jaw, lost eye. </p><p>9 - Severed limb, severed jaw, blinded. Reduces your max HP by 50%. </p><p>10 - Mortal wound. Instant death.</p><p></p><p>(Maybe increase the thresholds for larger creatures.)</p><p></p><p><strong>Consequences</strong></p><p>I feel this allows you to include 'wounds' as an element of the game and to more easily quantify what's a solid hit vs. a scrape vs. fatigue. But it does so without requiring any big changes to the game's balance, and with a relatively easy conversion -- everyone has 10 WP, because WP is meat, and tough dwarves with high Constitution don't have more meat than fat orcs with low Constitution.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 6117338, member: 63"] I feel like you could cut down the complexity a bit and still accomplish your goal. Maybe something like this: [B]Simple Version[/B] You get all the HP you normally would. When you're out of Hit Points (as in, ow, that made contact with me), further damage goes to Wound Points (as in, argh, I'm badly injured!). You no longer go to negative HP. Instead you have 10 WP.* As usual, when you run out of HP, you're unconscious. If you get 6 hours to rest, all your HP comes back. If you rest for an hour, you can regain HP up to half your max. When you're out of WP, you are mortally wounded and die in a couple rounds unless magically healed. WP heals at a rate of 1 per day, unless magic is used. For each 1 die of HP healing, the spell also restores 1 WP (so 1 for CLW, 4 for Cure Critical Wounds; Heal gets you to full). Inspirational healing cannot heal you above half your max HP, and never heals WP. Critical hits deal full HP damage, plus 1 WP, so any time something crits, you at least make a solid contact. Most monsters would need to be tweaked so that any effect that requires impalement, swallowing, poison-injection, or the like only occurs on a crit or if the target is out of HP. In the simple version, that's it. *(NPCs and monsters that are published with fewer than 10 HP effectively have their HP converted to WP, and are just weenies that go down with a modest hit. Any Medium or smaller creature with at least 10 HP as published gets 10 WP, and has their remaining HP reduced by 10. Larger creatures get more WP - 20 for large, 30 for huge, 40 for gargantuan, 50 for colossal - which are likewise just split off from their normal HP total. This is mostly just for the sake of narrating combat, but it's handy to know for when NPCs or monsters get away and need to heal.) [B]Complicated Version[/B] Whenever you take any WP damage, there's a chance for a lingering injury. They can persist even after you heal the WP damage that caused them. When you get hit, roll a Constitution save (DC 10?) to avoid the wound. Even if you lose a limb or something, the game should have magical prostheses and the like. 1 to 4 - Scar. 5 - Sprained limb (penalty to use), lost body part that doesn't actually impair adventuring (ear, nose, finger, nipple, scalp) 6 - Dislocated limb or broken jaw (unable to use), bleeding damage, blinded in one eye (for a few days) 7 - Broken limb (unable to use for weeks), fractured ribs, blinded in both eyes (for a few days). Reduces your max HP by 25%. 8 - Severed hand or foot, mangled jaw, lost eye. 9 - Severed limb, severed jaw, blinded. Reduces your max HP by 50%. 10 - Mortal wound. Instant death. (Maybe increase the thresholds for larger creatures.) [b]Consequences[/b] I feel this allows you to include 'wounds' as an element of the game and to more easily quantify what's a solid hit vs. a scrape vs. fatigue. But it does so without requiring any big changes to the game's balance, and with a relatively easy conversion -- everyone has 10 WP, because WP is meat, and tough dwarves with high Constitution don't have more meat than fat orcs with low Constitution. [/QUOTE]
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