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Death Saves and Resting - A rules tweak to slay elephants and increase difficulty through all levels
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<blockquote data-quote="Lanefan" data-source="post: 7233365" data-attributes="member: 29398"><p>Or Star Wars RPG with its Wound and Vitality Points, yes.</p><p></p><p>We already have something similar in our 1e game: Body Points and Fatigue Points, the sum of which are your Hit Points.</p><p></p><p>All creatures have body points. For most "kindred races" it's a d4 to d6 worth of these, depending on race, with a minimum set by your Con. Commoners, adventurers, everyone gets these.</p><p></p><p>On top of these come your fatigue points. These are what you roll for each level...and yes this means everyone has a few more h.p. than RAW would suggest once you add in body points...and progress as normal.</p><p></p><p>B.p. are harder to cure and-or rest back - cure spells roll lower dice to fix them, and so forth, and my game doesn't have healing word or any other ranged curing so I happily get to ignore how that would work. But you can rest them back, even if slowly.</p><p></p><p>It's not hard at all to get used to...and hit points are always rolled. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Again, not that difficult: just determine how many b.p. a monster might have (e.g. a kobold might have d3 at best) and either add that to their h.p. total or - in the case of giants and other big things - just assume that most of their h.p. are body points. It's not often anyone bothers curing up the monsters they just beat, so that shouldn't be a concern.</p><p>I just have curing potions work the same regardless of the type of points being cured...part of the benefit of the magic in the potion, I suppose. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Trivially easy: temps are always fatigue points - even if you're otherwise at less than full b.p. - and always get "used up" first when taking any damage. </p><p></p><p>Our system is written up at the link below if you want to look at it in more depth.</p><p></p><p><a href="http://www.friendsofgravity.com/games/commons_room/blue_books/decast-blue-book-in-html/decbluebook4.html#hit" target="_blank">http://www.friendsofgravity.com/games/commons_room/blue_books/decast-blue-book-in-html/decbluebook4.html#hit</a></p><p></p><p>The simplest way to avoid or break death spirals is to rest until you're fully recovered. If there's a time crunch to the mission then there's some hard choices to make...odds of survival vs. odds of success. I like this.</p><p>If a healer is needed and nobody wants to play it (rarely a problem IME) then the DM can always chuck an NPC healer into the party - if the PCs are wise enough to go out and recruit one. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7233365, member: 29398"] Or Star Wars RPG with its Wound and Vitality Points, yes. We already have something similar in our 1e game: Body Points and Fatigue Points, the sum of which are your Hit Points. All creatures have body points. For most "kindred races" it's a d4 to d6 worth of these, depending on race, with a minimum set by your Con. Commoners, adventurers, everyone gets these. On top of these come your fatigue points. These are what you roll for each level...and yes this means everyone has a few more h.p. than RAW would suggest once you add in body points...and progress as normal. B.p. are harder to cure and-or rest back - cure spells roll lower dice to fix them, and so forth, and my game doesn't have healing word or any other ranged curing so I happily get to ignore how that would work. But you can rest them back, even if slowly. It's not hard at all to get used to...and hit points are always rolled. :) Again, not that difficult: just determine how many b.p. a monster might have (e.g. a kobold might have d3 at best) and either add that to their h.p. total or - in the case of giants and other big things - just assume that most of their h.p. are body points. It's not often anyone bothers curing up the monsters they just beat, so that shouldn't be a concern. I just have curing potions work the same regardless of the type of points being cured...part of the benefit of the magic in the potion, I suppose. :) Trivially easy: temps are always fatigue points - even if you're otherwise at less than full b.p. - and always get "used up" first when taking any damage. Our system is written up at the link below if you want to look at it in more depth. [url]http://www.friendsofgravity.com/games/commons_room/blue_books/decast-blue-book-in-html/decbluebook4.html#hit[/url] The simplest way to avoid or break death spirals is to rest until you're fully recovered. If there's a time crunch to the mission then there's some hard choices to make...odds of survival vs. odds of success. I like this. If a healer is needed and nobody wants to play it (rarely a problem IME) then the DM can always chuck an NPC healer into the party - if the PCs are wise enough to go out and recruit one. :) Lanefan [/QUOTE]
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Death Saves and Resting - A rules tweak to slay elephants and increase difficulty through all levels
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