LostSoul
Adventurer
Here's a quick idea I had for a damage system without using Hit Points. (I like hit points, by the way, I've just been thinking.) This wouldn't work for D&D, but other systems might make use of it.
You make a Fortitude save vs. 15 + damage dealt. So if you got hit by a longsword for 8 damage, you'd have to make a save at DC 23. If you make the save, you shrug off the blow. Each 5 points you fail by put you into a wound category.
Wound categories:
0 - 5: Scratched. -1 to all rolls. You can have more than one Scratch, and the penalties are cumulative. A character can heal one Scratch per hour.
6 - 10: Staggered. You can only take partial actions. Two Staggered results increases your Wound level to Disabled.
11 - 15: Disabled. Just like 0 hit points, except that taking a "strenuous" activity will increase your Wound level to Dying. Two Disabled results increases your Wound level to Dying.
16 - 20: Dying. Just like -1 to -9 hit points. You have 10 rounds to stabilize, otherwise you're Dead.
21+: Dead.
You make a Fortitude save vs. 15 + damage dealt. So if you got hit by a longsword for 8 damage, you'd have to make a save at DC 23. If you make the save, you shrug off the blow. Each 5 points you fail by put you into a wound category.
Wound categories:
0 - 5: Scratched. -1 to all rolls. You can have more than one Scratch, and the penalties are cumulative. A character can heal one Scratch per hour.
6 - 10: Staggered. You can only take partial actions. Two Staggered results increases your Wound level to Disabled.
11 - 15: Disabled. Just like 0 hit points, except that taking a "strenuous" activity will increase your Wound level to Dying. Two Disabled results increases your Wound level to Dying.
16 - 20: Dying. Just like -1 to -9 hit points. You have 10 rounds to stabilize, otherwise you're Dead.
21+: Dead.
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