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Capping Hit Points
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<blockquote data-quote="CubicsRube" data-source="post: 8103647" data-attributes="member: 6848185"><p>Well let's take a hack at it.</p><p></p><p>Structure = CON score</p><p>Blood = CON score</p><p>Shock = hitpoints</p><p></p><p>Piercing/slashing and most elemental damage types can be elected to do damage as shock, or damage/10 to blood (non lethal vs lethal)</p><p></p><p>Bludgeoning, force, thunder and poison can elect to do damage as shock or damage/10 to structure.</p><p></p><p>If structure = 0 roll for lingering injury or dm choice</p><p></p><p>If blood = 0 PC is up but rolling for death saves and everything they do is at disadvantage</p><p></p><p>If shock = 0, PC is incapactiated and collapses to the floor.</p><p></p><p>If you wanted more complicated you could for example have peiecing and slashong weapons do structural damage, but be less effective then at causing blood loss and vice versa for bludgeoning etc. You could also write up armor types as providing some level of damage resistance for blood and structural damage.</p></blockquote><p></p>
[QUOTE="CubicsRube, post: 8103647, member: 6848185"] Well let's take a hack at it. Structure = CON score Blood = CON score Shock = hitpoints Piercing/slashing and most elemental damage types can be elected to do damage as shock, or damage/10 to blood (non lethal vs lethal) Bludgeoning, force, thunder and poison can elect to do damage as shock or damage/10 to structure. If structure = 0 roll for lingering injury or dm choice If blood = 0 PC is up but rolling for death saves and everything they do is at disadvantage If shock = 0, PC is incapactiated and collapses to the floor. If you wanted more complicated you could for example have peiecing and slashong weapons do structural damage, but be less effective then at causing blood loss and vice versa for bludgeoning etc. You could also write up armor types as providing some level of damage resistance for blood and structural damage. [/QUOTE]
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