Feats as Hit Points

Mark Chance

Boingy! Boingy!
Here's a not-so-well-kept secret: I don't really like high-level D&D, especially with the d20 System. I like low- to mid-level play. For me, that's where the good times are, which is one of the reasons why my Pathfinder campaign will be going something like E6. (Well, almost certainly E8, to be precise.)

One of the ubiquitous complaints about low-level play is that characters are too fragile. While I'm not convinced this is a bug rather than a feature, I get the complaint. It can be annoying to have your hard work creating an interesting PC shot down by lucky critical hit or failed save. Of course, it's easy enough for the DM to fudge such events, but that's often viewed as a less than satisfactory solution. The excellent Trailblazer recommends giving every 1st-level PC a one-time hit point bonus equal to the PC's Constitution score. Pathfinder's playtest suggested a few different options, including ranking races by durability and giving bonus hit points based on race. Thus, dwarves are hardy, but elves aren't. I've tried this. It works fairly well, but I think it's not the best idea out there.

At OwlCon this past weekend, I played a game of Atomic Sock Monkey's Truth & Justice. This supers game uses the PDQ system. Characters don't have ability scores or hit points. Instead, they have prose descriptive qualities (hence, PDQ) that have a bonus typically ranging from -2 (for a bad quality) to +6 (for a really good quality). You narrate your character's actions and then apply narratively appropriate trait modifiers to your die roll to meet or beat the action's difficulty number. Pretty simple system with a lot of flexibility.

For example, at OwlCon, I was the Black Vision, a mash-up of Luke Cage and the Vision. Two of my qualities were Brawling +2 and Super-Strength +4. In a fight, I could narrate how Black Vision used both abilities to get a +6 bonus to my attack roll.

Since characters don't have hit points, you take damage to your qualities, reducing your bonuses by 2 points for each rank of damage suffered. When all of your ranks in all of your qualities are gone, your defeated. Along the way to unconsciousness, your character becomes increasingly less competent.

For example, during one fight, the Black Vision got clocked by the Abominaut, an Abomination-Juggernaut mashup. I took five ranks of damage. I applied two ranks to Brain Like an Encyclopedia, reducing it to +0; two ranks to Enhanced Senses, reducing it to +0; and one rank to Streetwise, reducing it to +0. How did getting hit damage these traits? Well, it whatever way seems narratively appropriate. So, for example, the Abominaut's mighty punch scrambled the Black Vision's neural network.

I got to thinking: Would it be possible to do something like this with the d20 System?

Of course, with the d20 System, character's don't have PDQs, but they do have skills and feats, which are kind of the same thing. Monkeying around with skills seems like it'd open a door to the Realm of Too Much Bookkeeping. So, that leaves feats. Could feats be used to simulate damage? Well, let's assume the answer is, "Yes."

Here're my initial thoughts:

Feats as Bonus Hit Points
Any time a character suffers damage, he can opt to have a feat soak some of that damage. Each feat (except Toughness) can soak 3 hit points, at which time the feat becomes unusable. If the feat is a prerequisite for other feats the character has, then the character cannot use those feats either (and the feats cannot be used to soak damage).

Toughness can be used one time to soak up to the character's level in damage, at which time the feat cannot be used to soak damage again until it is recovered. Using Toughness in this regard does not make the feat unusable except for purposes of further soaking.

When a character recovers hit points, he can recover feats by "healing" them instead of his normal hit points. It takes 3 hit points to heal a feat, except for Toughness. Toughness requires "healing" equal to character level to recover.

With this system, every character would start with the potential for 3 bonus hit points. Humans would have a little more, as would classes with bonus feats, such as fighters.

Limitations to Soaking Feats
I think it's probably best that item creation feats be excluded from the list of feats that can be used to soak damage. There'd be little actual impact to the character. "Oh no! I can't Craft Wand during the current fight!"

So, what do you think? Too crazy? Not crazy enough?
 

log in or register to remove this ad

Every race other than human gets +3 HP, and humans get +6? No likey. :erm:

It's an interesting idea, but I wouldn't want to be using it, in its current form.
 

Every race other than human gets +3 HP, and humans get +6? No likey. :erm:

It's an interesting idea, but I wouldn't want to be using it, in its current form.

I get the no likey. I'm not on the likey page either. I'm on the "This might be interesting idea but what would it take to get it work" page. So, with that in mind, what would have to happen to its current to make it more likeable?
 

You may want to try WFRPish solution here:

- once a character reaches 0 hitpoints, further damage is checked against critical chart (check this fan version of such criticals)

- a Heroic character gains the following ability: sacrifice Feat or Special Quality to ignore a single critical (non-Heroic characters cannot benefit from this) or ignore a single failed save

- a Heroic character gains also this ability: sacrifice 2 Feats or Special Qualities to allow an ally to ignore a single critical (obviously, this is meant for back line characters - otherwise, frontliners will be crippled) or ignore a single failed save

- recovery of a sacrificed Feat or Special Quality is allowed at the following rate: one automatic recovery after an encounter during which such sacrifice was made, one automatic recovery per 8 hours of rest, full recovery if Raise Dead, Resurrect, True Resurrect, Miracle or Wish are cast (spell components must be expended as normal)

I have employed a similar system once. It works provided you restrict the use of such abilities to main characters only.

Also, I would not worry too much about humans. One more feat does not make much of a difference - the biggest fault of this system is that under vanilla d20 fantasy, melee characters will be penalized since they tend to take most of damage.

Regards,
Ruemere
 


You're welcome.

Incidentally, Savage Worlds system is likely to work better with these assumptions. Replace feat loss with edge loss, keep the critical hit chart, and you're bound to get a band of tough guys. This new mechanic may actually alleviate chief weakness of SW system - that of single lucky roll changing hero into meat pulp.

Regards,
Ruemere
 

I don't consider that a weakness of SW's (or any other) system, incidentally.

Anyway, sorry Mark, but I can't think of a way of altering the method that will excise the madness. Gave it some thought, but no dice, so to speak. :(

So I leave you with my incredibly helpful criticism to go on with. w00t! :p
 

Incidentally, Savage Worlds system is likely to work better with these assumptions.

I've heard lots of good things about SW. Unfortunately, I don't the money to shell out for it. Plus, I'm making a concerted effort to go PF-compatible, especially since I plan on selling PF-compatible PDF stuff starting in March.

Anyway, sorry Mark, but I can't think of a way of altering the method that will excise the madness. Gave it some thought, but no dice, so to speak. :(

So I leave you with my incredibly helpful criticism to go on with. w00t! :p

And I thank you for it. If nothing else, at least you tried. :)
 

(on the subject of a single lucky roll changing someone into something)
I don't consider that a weakness of SW's (or any other) system, incidentally.

[...]

Well, it could be a bit of a bother if you're attempting to run a longer campaign with character driven development, and at the same time, you don't want to fudge things, and the system does not allow to resurrect dead people (or avoid dying).

On longer campaigns: WFRP - 3.5 years. Vampire: Dark Ages: 2 years. d20 "Withered Flowers": 8 years.

On character driven development: In addition to main plots and story arcs, interaction with world often spawns lasting consequences for characters. Of late, the current party have:
- run into concurrent clones (or copies) of one of main characters
- dealt with an accidental marriage (i.e. married while completely drunk and almost enslaved by protective grandfather)
Both incidents have only somewhat intended to become story-changing events. However now, years later, the first one has become chief part of the campaign, while the second one, is slowly altering brash young man (not necessarily for the better - this is up to the player)... especially since the said young man has already sold his soul (twice, to two different buyers - the first buyer has been killed since then, the second is of divine status and, so far, appeared only to use character as a sort of a scrying device), formed a pact with a shadow of dead 10 year old girl and whose family used his barge to found a successful marine restaurant.

Regards,
Ruemere
 

Pets & Sidekicks

Remove ads

Top