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Community
General Tabletop Discussion
*Dungeons & Dragons
Has anyone tried Negative HP = Con score = dead?
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<blockquote data-quote="CapnZapp" data-source="post: 6703015" data-attributes="member: 12731"><p>In general, there's nothing wrong with such an approach. All you're doing is making player characters have <strong>less effective hit points</strong>. So, this won't wreck things any more than, say, reducing all Hit Dice one step, or, say, characters only get their CON bonuses to hp but no new HD after tenth level. As long as both DM and players are aware that monsters present more of a challenge and that the balance between different powers and class features tilt in the favor of doing damage away from inflicting conditions, there is nothing broken about this.</p><p></p><p>All this does is make a character at, say, 5 hit points much closer to Death's Door than before. If characters used to break off and flee from a combat when people started to drop, they now need to break off and flee from combat when, say, people become bloodied (reach half hp).</p><p></p><p>Sure plenty of people will tell you you've broken D&D, but as I said, all you've done is made the risk of dying come earlier in a PCs hp progression: you have made the cushion against the risk of death smaller and less fluffy! </p><p></p><p>That said, yes, negative CON alone won't cut it at mid and high levels, unless you want characters to be at a real risk of dying as soon as they take ANY damage. (That's not unreasonable; in fact, it turns D&D into much more of a "everybody can take one solid hit, but maybe not two" game such as WFRP)</p><p> </p><p></p><p>Just to state the obvious, but there's already a good way to measure your increased survivability with level: your hit point total, only negative. <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>What I mean by that is: instead of making up new convoluted formulas, why not simply say "you die at HALF your negative max hp"?</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6703015, member: 12731"] In general, there's nothing wrong with such an approach. All you're doing is making player characters have [B]less effective hit points[/B]. So, this won't wreck things any more than, say, reducing all Hit Dice one step, or, say, characters only get their CON bonuses to hp but no new HD after tenth level. As long as both DM and players are aware that monsters present more of a challenge and that the balance between different powers and class features tilt in the favor of doing damage away from inflicting conditions, there is nothing broken about this. All this does is make a character at, say, 5 hit points much closer to Death's Door than before. If characters used to break off and flee from a combat when people started to drop, they now need to break off and flee from combat when, say, people become bloodied (reach half hp). Sure plenty of people will tell you you've broken D&D, but as I said, all you've done is made the risk of dying come earlier in a PCs hp progression: you have made the cushion against the risk of death smaller and less fluffy! That said, yes, negative CON alone won't cut it at mid and high levels, unless you want characters to be at a real risk of dying as soon as they take ANY damage. (That's not unreasonable; in fact, it turns D&D into much more of a "everybody can take one solid hit, but maybe not two" game such as WFRP) Just to state the obvious, but there's already a good way to measure your increased survivability with level: your hit point total, only negative. :) What I mean by that is: instead of making up new convoluted formulas, why not simply say "you die at HALF your negative max hp"? [/QUOTE]
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Has anyone tried Negative HP = Con score = dead?
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