Designers Help! D20 Variant - HardCore

Runesong42

First Post
Hey all,
First of all, this is not a sexual innuendo. :) I have been wanting to try a new rules variant for d20, but lack the time or the players to properly test it. I was hoping someone could guesstimate how, or even if, this plan of mine would be feasible.

Also, this thread has been cross-post to Mortality.net as well.

Essentially, the house rules I am creating are largely inspired by the injury and death rules from the GURPS role-playing system and applying it to D20. I do not intend to publish this information, but I wll present it here.

d20 HardCore
1) Characters created using these rules do not begin play with their regular Hit Dice. Instead, their HP is determined by their CON score. (Ex. A PC with a CON of 10 has 10 HP).

2) Upon gaining a new level, PCs do not gain additional HD. Their HP total remains static. HP can be increased by any other feats designed to do so (such as Toughness) or by increasing their CON score.

Injuries:
3) Once a PC reaches 0 HP, he becomes staggered as usual. Should a PC drop to a negative HP total, he no longer automatically falls unconscious. He is now allowed a FORT saving throw, with the DC modified by the total damage suffered. Should a PC succeed, he can continue to function, althouhg the PC remains staggered until he gains a positive HP total.

4) Upon reaching negative HP, the character bleeds for 1 HP damage a round until treaed by Treat Injury or by magical healing.

5) If the PC has a negative HP total and should lose additonal HP (incuding that caused by blood loss), the PC must immediately make a new saving throw at the newly modified DC to remain conscious.

Dying:
4) The PC no longer automatically dies at -10 HP. Instead, he is given a window equal to his current CON score. (Ex. A PC with a CON of 12 may now survive up to -12 HP).

5) Upon reaching neagtive HP equal to his CON score, the chatacter does not automatically die. He receives a FORT saving throw, again modified by the PCs current damage total. Should the PC succeed, he must then make an immediate FORT save to remain conscious, as usual.

6) This can continue up to 3x the PC's CON score. Each time the PC falls below his CON score, he must roll for his life, and each time the PC suffers damage, he must roll to remain conscious.

The BIG EXAMPLE:
Skar has a CON of 12, and thus has 12 HP. He suffers damage from a hail of arrows and is reduced to -3 HP. He rolls a FORT save (DC to be determined) with a +3 modifier for his negative HP total. He succeeds.

Now at -3 HP, he is staggered, allowing for only one move or atack action, and he begins to bleed. Next round, he remains untreatd and drops to -4 HP. He must again roll a FORT save to remain conscious, now at +4 DC. He succeeds, and takes the time to bind his wounds. He is now stabilized at -4, and remains staggered.

The arrows continue, and he is peppered for 10 more damage. He is now at -14, and now must Roll For His Life. The DC is modified at +14, and he'll probably want to use Action Dice (or Hero Points, or whatever) to help. He rolls, and succeeds. He is alive, but now must roll to remain conscious. By some miracle, he's still kicking...

An enemy mage sees poor Skar, and unleashes a volley of Magic Missiles. Skar suffers another 14 damage from the missiles, and now drops to -28. Because he has dropped to twice his CON in damage, he must again roll for his life, modified by +28. Sadly, he fails the roll, and dies.

Were he to somehow succeed, he could theoretically survive up to -36 HP, after which he is considered dead, and no more survival rolls are necessary.

-----

Obviously, the system needs a little work, and some other variant rules will need to be added to compensate. Armor as DR, Action Points, and possibly even creating a Defense roll for combat are the obvious choices.

I came up with the idea to use this system for a Wild West campaign I plan to run. With hope, this will make the PCs consider combat an absolutely last resort, and any shots taken from gunfire could be their last. This system could be especially effective for survival/horror RPing as well.

What does everyone think? Any and all input would be appreciated, especially suggestions for the base DC for a consciousness roll. I'm thinking base DC 10.

- Dru
 

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It definetely sounds hardcore. And too realistic for a fantasy game, at least for my taste. I would rather use such a system in D20 Modern. If youd like I could playtest it for D20 Modern.
 

Frukathka,

I guess I should have specified that I will be using the d20 Modern rules for the Wild West campaign, specifically the Sidewinder: Recoiled rules book. So please, feel free to see how it goes for d20 Modern. :)

Thanx,
Dru
 


Expected Consequence Guesstimation:

Constitution becomes extremely important, since it is now the only thing that keeps you alive at any level. Consequently, if you have any races with -2 Con, nobody will want to play it. Conversely, classes with low hit dice and good fort saves become strangely more resilient based on Con (to use a D&D example, a Monk with only 2 higher Con than a Barbarian would suddenly become more survivable in every way). Similarly, low level enemies (such as the lowly kobold or housecat) become much harder to kill (in fact, a 1st-level kobold PC who rolls well becomes harder to stagger than a 16 HD Juvenile Silver Dragon, although the dragon will obviously have a better Fort save).

While at level 1-2, some of the PCs might now actually have more HP than usual, by about level 10, every attack by an enemy spellcaster is more-or-less instantly deadly unless you can make the save on the spell or the Fort save on the death, and your whole party gets staggered automatically from Fireball without Evasion. Thus, Improved Initiative becomes necessary (perhaps what you want for a Quick-Drawing Wild West game?) as whichever side's spellcaster goes first will stagger the entire other team, gaining a huge advantage (because every full attack from a level 11 fighter is equivalently fatal to the mage's fireball, but one quick fireball renders the fighters automatically staggered and unable to attack more than once). The only chance a party that loses initiative will have is to manoeuvre staggered allies into flanking positions so that the fresh-faced rogues can Sneak Attack (two Sneak Attack hits will be instantly fatal unless your Fortitude save bonus is absolutely insane). After losing their first few characters to fireball, everyone will either buy a Ring of Evasion or take a few levels in Rogue or Monk, and that includes your NPCs unless you want the PCs to return the favour. Of course, then the Fort Half spells will continue the slaughter unless everyone gets Mettle, and those have the added benefit of penalising the people with low Fort saves twice (once for the spell, once for death).

Those are my random observations.
 

It sounds like you would like to use the grim and gritty revised rules... I definitely recommend them for a more realistic 'gritty' game.
 

You need to include some kind of class defence bonus to make the characters harder to hit (much harder to hit) otherwise you simply cannot use high level characters and monsters which will deal 40-60pts damage without breaking a sweat.

If you remove hp from the equation of keeping people alive, you need to have something else to replace it - otherwise high level creatures are just eggshells with hammers.

I believe the Babylon 5 OGL game by Mongoose does something similar in terms of restricted hit points. It might be worth skimming through that some time.

Cheers
 

Try this -- don't base your HP totals off of CON, but instead off of STR. Since CON doesn't fluctuate much on size, this will prevent the kobold/dragon problem described above. Another option would be adjusting the total based on size -- a huge being should be harder to kill than a small one, simply because of the mass involved.
 

Kwik & Dirty (tm) suggestions:

1/ Level should grant some survival benefit, else higher level will not enable you to take on harder challenges. Add level to HP, or add BAB to HP, or something.

2/ Magic should not auto-kill everyone, unless you want a party of munchkin Monk-Wizards to rule the world. So, scale spell damage output: a Fireball should deal 2d6 + level damage, while Magic Missile should deal 1d4 + level/2 (max +5).

3/ Size bonus HP. Instead of flat Con, consider adding a fixed number of HP for size:
Tiny: 2
Small: 4
Medium: 8
Large: 16
Huge: 32
(etc.)

Size, plus Con/2, plus level will give you a variety of PCs, NPCs and critters. Undead get only size plus HD, constructs should get a larger flat number plus HD.

-- N
 

I believe these rules work work best with a few alternate rules thrown in.

For example,
We've decided to remove high-level spellcasting from the game. Spellcasters now take the form of Mystics from the Urban Arcana rules. Magic is more subtle, less damaging, and no spontaneous Cure magicks or Fireballs is the feel we're trying to accomplish.

Armor as DR is a variant we'll be using as well.

These rules are intended for d20 Modern. Use in a d20 Fantasy would be quite challenging, for sure, unless monsters were very uncommon. :)
 

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