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General Tabletop Discussion
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Hit Points and Constitution damage System
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<blockquote data-quote="DND_Reborn" data-source="post: 7593740" data-attributes="member: 6987520"><p>Hi all,</p><p></p><p>So sparked by some other threads about hit points and such, and much of my own reflection on other systems, I am going to pitch this idea:</p><p></p><p><em>Hit points function as normal. They heal normally, spells, etc. Nothing changes.</em></p><p></p><p>However, instead of going unconscious at 0 hit points, I am suggesting the following:</p><p></p><p>1. When your hit points are reduced to 0 or less, you are <em>fatigued (staggered, whatever...)</em> and might fall unconscious (as per Spell Concentration check rules) whenever you take further damage. While fatigued, you suffer disadvantage on all attack rolls, skill checks, (<em>and saving throws???</em>). </p><p></p><p>2. The extra dice rolled for a critical hit are rolled separately and applied directly to your Constitution score. Normal damage is applied to your hit points.</p><p></p><p>3. Additional damage is applied directly against your Constitution score, which is reduced by an amount equal to the damage taken. If your Constitution score is reduced to 0, you automatically fall unconscious and are dying, needing to make death saves (successes and failures off-set until three successes or three failures are reached) to stabilize and avoid death. As your Constitution score is reduced, making Constitution saving throws becomes harder and harder when it falls below 10 and penalties apply.</p><p></p><p>4. You recover Constitution through rest (one day restores one point). Magic restores one point per spell level of the spell used to heal. So a 1st-level Cure Wounds would restore a single point, while the same spell cast with a 4th-level slot would restore 4 points. Potions cannot restore Constitution.</p><p></p><p>5. Until your Constitution score is fully recovered, you remain fatigued and must still check to remain conscious when you suffer damage, even if you have full hit points.</p><p></p><p>Obviously, this kind of system will not be to everyone's liking. That isn't my point. I wanted Constitution to actually more represent the "meat" part of hit points and now represent your last stand kind of thing. Once you are into losing your Constitution, things are meant to get more scary.</p><p></p><p>NOTE: your maximum hit points will not be affected by the temporary loss of Constitution score. Also, I might not have your modifier change either.</p><p></p><p>We need to discuss this at our table, but before we do I wanted so see what feedback others might have before I pitch it to our group. Thanks!</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7593740, member: 6987520"] Hi all, So sparked by some other threads about hit points and such, and much of my own reflection on other systems, I am going to pitch this idea: [I]Hit points function as normal. They heal normally, spells, etc. Nothing changes.[/I] However, instead of going unconscious at 0 hit points, I am suggesting the following: 1. When your hit points are reduced to 0 or less, you are [I]fatigued (staggered, whatever...)[/I] and might fall unconscious (as per Spell Concentration check rules) whenever you take further damage. While fatigued, you suffer disadvantage on all attack rolls, skill checks, ([I]and saving throws???[/I]). 2. The extra dice rolled for a critical hit are rolled separately and applied directly to your Constitution score. Normal damage is applied to your hit points. 3. Additional damage is applied directly against your Constitution score, which is reduced by an amount equal to the damage taken. If your Constitution score is reduced to 0, you automatically fall unconscious and are dying, needing to make death saves (successes and failures off-set until three successes or three failures are reached) to stabilize and avoid death. As your Constitution score is reduced, making Constitution saving throws becomes harder and harder when it falls below 10 and penalties apply. 4. You recover Constitution through rest (one day restores one point). Magic restores one point per spell level of the spell used to heal. So a 1st-level Cure Wounds would restore a single point, while the same spell cast with a 4th-level slot would restore 4 points. Potions cannot restore Constitution. 5. Until your Constitution score is fully recovered, you remain fatigued and must still check to remain conscious when you suffer damage, even if you have full hit points. Obviously, this kind of system will not be to everyone's liking. That isn't my point. I wanted Constitution to actually more represent the "meat" part of hit points and now represent your last stand kind of thing. Once you are into losing your Constitution, things are meant to get more scary. NOTE: your maximum hit points will not be affected by the temporary loss of Constitution score. Also, I might not have your modifier change either. We need to discuss this at our table, but before we do I wanted so see what feedback others might have before I pitch it to our group. Thanks! [/QUOTE]
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