Can people bear with me while I brain storm something?
What if you divided hit points between two categories: vitality (regular hit points) and wounds 'the deadly damage'
Your vitality pool is your basic hit dice (your hit point roll based on the die)
Your wounds are your con bonus to hit points +1/level.
So if your Con is 12 and you are a cleric, you get 7 hit points (vitality) and 2 (wounds represented by your Con bonus +1 hit point from your hit dice pool)
When you get hit by a weapon, you have a threshold that removes hit points from vitality and then overflows to his wounds.
The threshold is equal to your Con score + 1/2 level + AC bonus.
So, our cleric has a threshold of 17 (CON+Level 1+4 Scale Mail)
At first level, not much changes because all damage goes straight to his vitality then overflows to wounds.
a crit does regular damage but goes straight to wounds and drops a character but at 1st level, a PC is going to drop with a crit anyways.
At higher levels (let's say 10th):
The cleric now has 47 vitality and 20 (con bonus + level) wounds
His damage threshold is (23: halfplate 6+level 5+CON 12)
The first 23 hit points go to regular hit points, any overflow goes to wounds. Crits go straight to wounds.
when you reach 0 vitality, you are staggered: penalties etc...
When you reach 0 wounds, you are making death saves.
By making your CON a type of damage reduction, it becomes important with every hit, instead of just on crits. Overall, it's still the same amount of hit points but they are just split between the pools.
Also makes armour more relevant to damage. (edit: mage armour and shield would boost threshold too) is there a way to refine it?
I think I followed most of that. The issue I am having is I don't want an added level of complexity like the damage threshold (I played around with an idea like this myself today actually).
I wouldn't add CON mod to wounds for every level. A high CON at 20th level could be over 100 wounds!
I like wounds = CON + 1 per level. Simple, gives 10 or so up to maybe 40ish at higher levels.
A similar split I had also was you rolled HP and once you had HP over your CON, that became your Vitality. Say you have 34 hp normally and a CON 14, then you would have 14 Wounds and 20 Vitality (so they sum to the original 34 hp).
I don't know, there are SO many ways you can do it... sigh.
Here is what I came up with today and there are two ways to do it, but number-wise they basically work out the same with minor points:
IDEA #1
1. At level one you add your CON score to your HP. Say a Fighter with CON 14 would have 26 HP (10 + 2 + 14).
2. When your HP drops to your CON score or lower, you are staggered, fatigued, or whatever you want to call it. You must make a CON save to remain conscious and whenever you take more damage.
3. When your HP hits 0, you are unconscious and dying, making death saves.
IDEA #2
1. You have HP as normal, but you can go negative equal to your CON. So, a Fighter with CON 14 can go to -14 HP.
2. When your HP hits 0 or lower, you are staggered, fatigued, or whatever you want to call it. You must make a CON save to remain conscious and whenever you take more damage.
3. When your HP reaches your CON in negative numbers, you are unconscious and dying, making death saves.
The issue I have with #1 is something like Sleep gets nerfed. Adding average CON 10 means the 5d8 is less likely to work on PCs. But, on the positive side, you never deal with negative numbers, which is the issue I have with #2 (not personally, but I know some players might have math issues...).
Bawylie adds something I decided on today as well. If you take a critical hit or suffer damage greater than their CON, you roll for a Death Save. This way, you might have a decent number of HP left, but if suddenly you also have two failed death saves, going to 0 hp and facing a third death save failure is very scary! If you accumulate 3 failed death saves and then go to 0 HP, you die! YIKES! :O
Anyway, I'll post more in the morning after further thought. Thanks for adding to the idea!
