Tequila Sunrise
Adventurer
As I work on my homebrew system, I've come to an impasse. My goal in designing this system is to strike a balance between realism and simplicity (two things that d&d is hit-or-miss with) in a setting where characters can become truly heroic.
I've designed a hit point system that allows higher level characters to be heroically tough. It involves five injury categories (from Healthy to Dead); if your character is in any of the middle three categories, they loose a small amount of HP each round to represent blood loss. Every time a character goes down a category, he/she has to make a progressively higher Con check to remain conscious.
Now here's my problem: I've gone to a lot of trouble to make this HP system simple and yet lend the game a semblance of realism. But is it really worth it? When you play an rpg, does it lend to your excitement if your character could end up dying just from bloodloss? Or do questions like "why do I need a special feat/magic item to cause my enemy to bleed?" not hinder your game experience? Have you ever found a system that struck a good balance between the two? (I've played using vitality/wounds, but I felt that it took away most of the characters' heroic-ness while only lending a small amount of realism)
TS
I've designed a hit point system that allows higher level characters to be heroically tough. It involves five injury categories (from Healthy to Dead); if your character is in any of the middle three categories, they loose a small amount of HP each round to represent blood loss. Every time a character goes down a category, he/she has to make a progressively higher Con check to remain conscious.
Now here's my problem: I've gone to a lot of trouble to make this HP system simple and yet lend the game a semblance of realism. But is it really worth it? When you play an rpg, does it lend to your excitement if your character could end up dying just from bloodloss? Or do questions like "why do I need a special feat/magic item to cause my enemy to bleed?" not hinder your game experience? Have you ever found a system that struck a good balance between the two? (I've played using vitality/wounds, but I felt that it took away most of the characters' heroic-ness while only lending a small amount of realism)
TS
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