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"Better" Combat Systems in RPGs - Feedback Welcome!
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<blockquote data-quote="dave2008" data-source="post: 8073222" data-attributes="member: 83242"><p>We've pretty much solved this issue for our group. It started with D&D 4e and the idea of bloodied hit points. We've advanced this concept in 5e as follows:</p><p></p><p><strong>Hit Points (HP):</strong> fatigue, skill, luck, and minor physical damage (shallow cuts, bruises, etc. - things easily recovered from). These are determined normally (though for my next campaign I am soft capping HP at level 10 with minimal advancement after that). These are also recovered normally (we play 5e).</p><p></p><p><strong>Bloodied Hit Points (BHP): </strong>This real damage, meat points if you will. BHP = [STR mod + CON mod] x Size (Medium = 1), so the biggest, toughest PC only has 10 BHP max, ever. When BHP hit 0, your dead. You regain BHP at the rate of 1 BHP per extended rest (which is a week in our game) and the use of a healer's kit (for each point of recovery). With a successful medicine check (DC = 20-remaining BHP) you can gain an extra point of BHP or reduce the rest length to a typical long rest.</p><p></p><p>When you are hit by an attack you take damage from your HP. When your HP is 0*, you take damage from your BHP; however, the damage is reduced by your armor's DR (armor DR = AC-10). Armor DR is only used when your BHP is / would be damaged.</p><p></p><p>*We had a rule that crits do max damage to HP and rolled damage to BHP. However, my players didn't like it because it became too deadly. We are not trying it again, but the crit has to be "confirmed" to take damage from your BHP.</p><p></p><p>Anyway, it works great for us. It feels more "real" and is fast and puts real tension when your getting close to 0 HP and on crits. No one wants those to happen. It makes the Champion fighter better because getting a crit is a bigger deal. It also makes heavy armor more valuable which feels better to us. Plate can be a real life saver with this system.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8073222, member: 83242"] We've pretty much solved this issue for our group. It started with D&D 4e and the idea of bloodied hit points. We've advanced this concept in 5e as follows: [B]Hit Points (HP):[/B] fatigue, skill, luck, and minor physical damage (shallow cuts, bruises, etc. - things easily recovered from). These are determined normally (though for my next campaign I am soft capping HP at level 10 with minimal advancement after that). These are also recovered normally (we play 5e). [B]Bloodied Hit Points (BHP): [/B]This real damage, meat points if you will. BHP = [STR mod + CON mod] x Size (Medium = 1), so the biggest, toughest PC only has 10 BHP max, ever. When BHP hit 0, your dead. You regain BHP at the rate of 1 BHP per extended rest (which is a week in our game) and the use of a healer's kit (for each point of recovery). With a successful medicine check (DC = 20-remaining BHP) you can gain an extra point of BHP or reduce the rest length to a typical long rest. When you are hit by an attack you take damage from your HP. When your HP is 0*, you take damage from your BHP; however, the damage is reduced by your armor's DR (armor DR = AC-10). Armor DR is only used when your BHP is / would be damaged. *We had a rule that crits do max damage to HP and rolled damage to BHP. However, my players didn't like it because it became too deadly. We are not trying it again, but the crit has to be "confirmed" to take damage from your BHP. Anyway, it works great for us. It feels more "real" and is fast and puts real tension when your getting close to 0 HP and on crits. No one wants those to happen. It makes the Champion fighter better because getting a crit is a bigger deal. It also makes heavy armor more valuable which feels better to us. Plate can be a real life saver with this system. [/QUOTE]
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