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Hit Point Maximum Damage House-Rules
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<blockquote data-quote="DND_Reborn" data-source="post: 8682018" data-attributes="member: 6987520"><p>So, in my quest to continue to revamp 5E without end, I am considering a new house-rule. The idea is that reducing your hit point maximum represents damage that you failed to avoid for whatever reason. Of course, when your hit point maximum is lower, even if you get healed "fully", you aren't operating in top form (so to say).</p><p></p><p>Below are a couple variations/options:</p><p></p><p>1. Whenever you fail a saving throw, in addition to taking damage to your hit points, half the damage is also applied to your hit point maximum.</p><p>2. Whenever you fail a saving throw, damage is applied to your hit point maximum instead of your hit points.</p><p>3. Whenever you take damage from an attack you were unaware of, damage is applied to your hit point maximum instead of your hit points.</p><p>4. Hazard damage (such as falling) is applied to your hit point maximum instead of your hit points. (This could easily include a saving throw, moving it up to a subset of #1 or #2 above.)</p><p>5. (ADDED) Damage from a critical hit has half the damage applied to hit point maximum in addition to the full amount reducing hit points.</p><p></p><p>Along with this would be a new rule for healing hit point maximum, instead of automatically recovering it all on a long rest... But I haven't decided on this yet.</p><p></p><p>So, a few examples. You have 50 hit points (and are at maximum)n for each, and you are fully healed prior to taking damage.</p><p></p><p>#1. You are hit by a <em>fireball</em> for average 28 damage and fail the saving throw. Your hit point maximum is reduced by half the damage, to 36 (50-14), and your hit points by the full amount, to 22 hit points (50-28). So, you have 22 / 36.</p><p></p><p>#2. You are hit by a <em>fireball</em> for average 28 damage and fail the saving throw. Your hit point maximum is reduced by 28 points to 22 (50-28). Since your current hit points cannot exceed your hit point maximum (without temporary hit points, that is), your hit points are also reduced by 28 to 22.</p><p><strong>Note:</strong> <em>If you were already injured and your current hit points were at 15 (for example), they would not be reduced further with this option.</em></p><p></p><p>#3. You are surprised by a rogue sneak attacking you for 18 damage. Your hit point maximum is reduced to 32 (50-18), and (as #2) your current hit points would be reduced to your current hit point maximum of 32 as well.</p><p></p><p>#4. You fall 30 feet while scaling a cliff and take 11 damage. Your hit point maximum is reduced to 39 (50-11) and your current hit points as well (to 39).</p><p></p><p>So, that's it. Thoughts?</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8682018, member: 6987520"] So, in my quest to continue to revamp 5E without end, I am considering a new house-rule. The idea is that reducing your hit point maximum represents damage that you failed to avoid for whatever reason. Of course, when your hit point maximum is lower, even if you get healed "fully", you aren't operating in top form (so to say). Below are a couple variations/options: 1. Whenever you fail a saving throw, in addition to taking damage to your hit points, half the damage is also applied to your hit point maximum. 2. Whenever you fail a saving throw, damage is applied to your hit point maximum instead of your hit points. 3. Whenever you take damage from an attack you were unaware of, damage is applied to your hit point maximum instead of your hit points. 4. Hazard damage (such as falling) is applied to your hit point maximum instead of your hit points. (This could easily include a saving throw, moving it up to a subset of #1 or #2 above.) 5. (ADDED) Damage from a critical hit has half the damage applied to hit point maximum in addition to the full amount reducing hit points. Along with this would be a new rule for healing hit point maximum, instead of automatically recovering it all on a long rest... But I haven't decided on this yet. So, a few examples. You have 50 hit points (and are at maximum)n for each, and you are fully healed prior to taking damage. #1. You are hit by a [I]fireball[/I] for average 28 damage and fail the saving throw. Your hit point maximum is reduced by half the damage, to 36 (50-14), and your hit points by the full amount, to 22 hit points (50-28). So, you have 22 / 36. #2. You are hit by a [I]fireball[/I] for average 28 damage and fail the saving throw. Your hit point maximum is reduced by 28 points to 22 (50-28). Since your current hit points cannot exceed your hit point maximum (without temporary hit points, that is), your hit points are also reduced by 28 to 22. [B]Note:[/B] [I]If you were already injured and your current hit points were at 15 (for example), they would not be reduced further with this option.[/I] #3. You are surprised by a rogue sneak attacking you for 18 damage. Your hit point maximum is reduced to 32 (50-18), and (as #2) your current hit points would be reduced to your current hit point maximum of 32 as well. #4. You fall 30 feet while scaling a cliff and take 11 damage. Your hit point maximum is reduced to 39 (50-11) and your current hit points as well (to 39). So, that's it. Thoughts? [/QUOTE]
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