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Community
General Tabletop Discussion
*Dungeons & Dragons
Hit dice used in ways other than to bolster hit points
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<blockquote data-quote="Bawylie" data-source="post: 7541995" data-attributes="member: 6776133"><p>For grittier campaigns, you can use them as your Vitality mechanic. Essentially they become the “true” HP. </p><p></p><p>When you suffer a critical hit from an enemy, roll a hit die and add your constitution modifier. If the result is less than the damage dealt by the attack, you lose the hit die. If the result is greater than the damage dealt by the attack, you merely lose HP. If you have zero hit dice remaining you are in mortal peril and will instantly die if your HP are reduced to zero (no death saves) or on the next critical hit. </p><p></p><p>You can use them as a pacing mechanic for exhaustion or poison. Just have them gradually deplete until they reach zero and you become incapacitated. Maybe lose 1 an hour or something like that. </p><p></p><p>You can use them for level drain damage by undead instead of monkeying with the Total/Max HP. </p><p></p><p>You could use them to recharge stuff that normally recharges on a short rest. Perhaps once per day. </p><p></p><p>If you wanted to rethink combat entirely, they might be a pool of potential damage reduction. Maybe a warlord type could pop a reaction that would allow an ally to reduce incoming damage by the amount rolled on a hit die? Heck, maybe they can be spent to deal damage? </p><p></p><p>A cleric might roll their hit die pool as turn damage versus the CR of a number of undead. For instance a 3rd level cleric could turn 3d8+wis CR, none of which should exceed CR 3. So maybe they’d get 15 turn damage on the roll and be able to turn a total of 15 CR undead, but the CR 4 undead and higher are unfazed. Or maybe just hit die damage worth? Something to it. </p><p></p><p>Could be used to determine ki pools and lay on hands pools and sorcery or psi point pools.</p></blockquote><p></p>
[QUOTE="Bawylie, post: 7541995, member: 6776133"] For grittier campaigns, you can use them as your Vitality mechanic. Essentially they become the “true” HP. When you suffer a critical hit from an enemy, roll a hit die and add your constitution modifier. If the result is less than the damage dealt by the attack, you lose the hit die. If the result is greater than the damage dealt by the attack, you merely lose HP. If you have zero hit dice remaining you are in mortal peril and will instantly die if your HP are reduced to zero (no death saves) or on the next critical hit. You can use them as a pacing mechanic for exhaustion or poison. Just have them gradually deplete until they reach zero and you become incapacitated. Maybe lose 1 an hour or something like that. You can use them for level drain damage by undead instead of monkeying with the Total/Max HP. You could use them to recharge stuff that normally recharges on a short rest. Perhaps once per day. If you wanted to rethink combat entirely, they might be a pool of potential damage reduction. Maybe a warlord type could pop a reaction that would allow an ally to reduce incoming damage by the amount rolled on a hit die? Heck, maybe they can be spent to deal damage? A cleric might roll their hit die pool as turn damage versus the CR of a number of undead. For instance a 3rd level cleric could turn 3d8+wis CR, none of which should exceed CR 3. So maybe they’d get 15 turn damage on the roll and be able to turn a total of 15 CR undead, but the CR 4 undead and higher are unfazed. Or maybe just hit die damage worth? Something to it. Could be used to determine ki pools and lay on hands pools and sorcery or psi point pools. [/QUOTE]
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Hit dice used in ways other than to bolster hit points
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