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D&D Should Have Less HP Bloat
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<blockquote data-quote="Catolias" data-source="post: 8271079" data-attributes="member: 7017236"><p>Another alternative is to use location damage for opponents and players.</p><p></p><p>This involves taking the total HP and dividing it amongst different parts of the head, chest, abdomen, arms and legs. So 10% chance to hit the head of a creature with 100HP means the head has 10hp. The location damage is determined by d%.</p><p></p><p>A problem is for low level characters it can create severe risk aversion. But, it can help create some interesting play for that mega dragon with 150hp being flawed by a lucky critical hit to the head with a +2 magical composite long bow!</p><p></p><p>There is a homebrew for something similar on dndwiki, but I think the rules I inherited came from 2e. Can’t be sure though.</p><p></p><p>(Worth considering for A5E?)</p></blockquote><p></p>
[QUOTE="Catolias, post: 8271079, member: 7017236"] Another alternative is to use location damage for opponents and players. This involves taking the total HP and dividing it amongst different parts of the head, chest, abdomen, arms and legs. So 10% chance to hit the head of a creature with 100HP means the head has 10hp. The location damage is determined by d%. A problem is for low level characters it can create severe risk aversion. But, it can help create some interesting play for that mega dragon with 150hp being flawed by a lucky critical hit to the head with a +2 magical composite long bow! There is a homebrew for something similar on dndwiki, but I think the rules I inherited came from 2e. Can’t be sure though. (Worth considering for A5E?) [/QUOTE]
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D&D Should Have Less HP Bloat
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