Aria Silverhands
First Post
Hit points have long been viewed by many players and dm's as pools of blood to be depleted by attacks and spells that actually wound the character, despite descriptions of hit points in the PHB and DMG that they are merely abstractions of combat. This houserule is an attempt to divorce that view on hit points and add some consequences to being wounded. The one consequence to this system is that it adds an extra roll to crits. Shouldn't be that big of a deal however.
Endurance
Wounds
Healing Wounds
Optional

This is equal to hit points in every way that matters. Any ability, power, ritual or spell that heals hit points, affects endurance. Healing Surge is renamed Recovery and can be described as catching your breath, a moment's respite, taking a breather, adrenaline rush or something similar. Second Wind remains the same. DM's should take care to adequately narrate minor wounds and injuries at some points so that a character can't die without suffering any injuries at all from physical combat. These narrative injuries are merely there to maintain a suspension of disbelief.
In addition, when a PC is dropped to negative endurance, they may have merely had the wind knocked out of them or dropped to the ground in exhaustion or delirium, leaving them as vulnerable and unable to attack or cast as if they were unconscious. At the DM's option, the negative endurance characters can mutter a last word or two, maybe even a short dialogue if you're nice, for an appropriately cinematic death. ^_^
In addition, when a PC is dropped to negative endurance, they may have merely had the wind knocked out of them or dropped to the ground in exhaustion or delirium, leaving them as vulnerable and unable to attack or cast as if they were unconscious. At the DM's option, the negative endurance characters can mutter a last word or two, maybe even a short dialogue if you're nice, for an appropriately cinematic death. ^_^

Wounds represent physical injuries the character has suffered. Characters suffer wounds when they lose endurance from a critical hit. Minions and creatures wielding standard weapons deal 1d6+Str wounds on a crit. Those with high crit weapons deal 2d6+Str wounds on a crit. Divide the number of total wounds a character has by ten, round down, and apply the result to the character as a penalty to all attack rolls and skill checks. Example: Hathor has 24 wounds, which causes her to suffer a -2 penalty to her attack rolls and skill checks. Currently there is no limit on the number of wounds a character can be suffering from.

Wounds can only be healed by rituals or bed rest. The rituals require ten minutes of casting and cost a minimum of 10gp plus supplies per wound point healed. Once I have access to a statblock for rituals, I can create them for this houserule. Bedrest allows a character to heal two wound points per full day of bed rest. A heal check by another character, with a DC equal to the number of wounds, allows the wounded character to heal an additional three wounds from bed rest.

For people insane enough to want to do so, keep track of each critical hit separately. This option should only be used if you are truly insane and like bookkeeping. The benefit of doing this, even if it's just as a player, is it provides something to add to descriptions of actions and your character. For example, "Aria leans against the doorjamb, holding a blood darkened bandage with her left hand against the ten inch gash along her ribs." Astute players may remember the encounter or scene where Aria was wounded thus. Again, this option should only be used if you're as insane as I am! ^_^; For the really, really crazy option, don't allow rituals cast by spellcasters with a level less than the total amount of the specific wound to be able to heal it. Bed rest in this case, heals these wounds slowly, but only at a rate one one point per day and any strenuous activity has a chance of breaking open these wounds or making them worse.
Last edited: