D&D 5E Avoidance to replace HP?

It works better with the ability foursome.

• Strength-Constitution − endure
• Dexterity-Athletics − evade

• Intelligence-Perception − anticipate
• Charisma-Wisdom − feint

I'm also in 4 abilies camp for D&D;

Strength: block/endurace
Dexterity: dodge/evade
Willpower: fate/luck
Cunning: anticipate/feint
 

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So, in thinking about HP I had an idea for active Avoidance instead of HP. The idea is based on the the different elements that comprise HP (skill, luck, endurance, sixth-sense, etc.).

Here is the basic idea and I know it will need tons of work, so I am just tossing it out there right now. :)

You get Avoidance Points (AP) equal to the total of your ability modifiers plus 2 per level (1 for skill, 1 for luck) and d4 random luck points.

You use AP when you want to make a saving throw or avoid damage from an attack or spell, etc. Got hit by an orc? One AP and he misses. Fell 15 feet off a cliff? One AP and you roll with it, absorbing the damage. A fireball going off? One AP and you roll your save (succeed and you're ok, fail and you go down). Poison coursing through you? One AP and you manage to stave it off.

The APs come from:
  • Luck (1 per level) + 1d4
  • Skill (1 per level)
  • Shrug (STR)
  • Dodge (DEX)
  • Resolve (CON)
  • Predict (INT)
  • Sixth-Sense (WIS)
  • Will to Live (CHA)
Assuming a level 1 character has +5 or +6 ability modifiers total, they would get about 10 APs.

So, I know this system would not be D&D, but I am wondering if there is something here worth developing further. I am not certain how everything would work at all, it is just something to think on for now.

Thoughts?
What happens when you don't avoid?
 


What happens when you don't avoid?

The same thing when you run out of HP in RAW, you go unconscious, make death saves, die, or... whatever house-rules might be in place.

Or can you under spend? takes 3 to avoid completely only spend 2.

I would think not. You are either avoiding the attack by spending enough points to do so, or you aren't.

Optionally, maybe you could take a level of exhaustion for each point you don't spend? I sort of like that idea but will have to think about it more.

In many ways, the levels of exhaustion in 5E is like a condition track or monitor in other systems...
 

In many ways, the levels of exhaustion in 5E is like a condition track or monitor in other systems...
A bit over severe but I like it conceptually too... though using arm wound to weaken attacks for a short bit or leg wound to slow or similar things could fit as well
 

A bit over severe but I like it conceptually too... though using arm wound to weaken attacks for a short bit or leg wound to slow or similar things could fit as well
Yeah, that is why I am not in love with it right from start.

I don't mind the idea of "other conditions" but I am trying to keep more things within the existing framework than not.
 

The variant I have played with for this is to keep HD around.

Instead of having HP, you roll your HD to soak a blow.

You could have "Tough" HD which add +con and "Agile" HD which add +Dex to the amount soaked.

"Wounds" would then be things that happen when you run out of HD. You can even choose to "take a wound" in order to save your HD.

---

Of course, this then evolves into getting rid of the to-hit roll entirely. The attacker rolls their damage dice, the defender rolls their HD, and HD that are "beat" are gone, like a game of risk.

Some HD come from agility, some from toughness. Even armor could grant HD, and armor could (generally) be "immune" from being lost.

At that point, of course, we are moving away from D&D.
 

The variant I have played with for this is to keep HD around.

Instead of having HP, you roll your HD to soak a blow.

You could have "Tough" HD which add +con and "Agile" HD which add +Dex to the amount soaked.

"Wounds" would then be things that happen when you run out of HD. You can even choose to "take a wound" in order to save your HD.

Of course, this then evolves into getting rid of the to-hit roll entirely. The attacker rolls their damage dice, the defender rolls their HD, and HD that are "beat" are gone, like a game of risk.

Some HD come from agility, some from toughness. Even armor could grant HD, and armor could (generally) be "immune" from being lost.
I kind of like a lot of that.
 

The variant I have played with for this is to keep HD around.

Instead of having HP, you roll your HD to soak a blow.

You could have "Tough" HD which add +con and "Agile" HD which add +Dex to the amount soaked.

"Wounds" would then be things that happen when you run out of HD. You can even choose to "take a wound" in order to save your HD.

---

Of course, this then evolves into getting rid of the to-hit roll entirely. The attacker rolls their damage dice, the defender rolls their HD, and HD that are "beat" are gone, like a game of risk.

Some HD come from agility, some from toughness. Even armor could grant HD, and armor could (generally) be "immune" from being lost.

At that point, of course, we are moving away from D&D.
Interesting system! Hmm... I wonder what I could do with this... It is a nice concept. :)
 


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