I'm getting the urge to run D&D again (shh, don't tell my players yet, or my All Flesh game is history!) When we first started, I ran a campaign with almost no house rules to get a good feel for the system. I wanted to know it before I started tinkering. And, well, I want to tinker with how hit points and death work.
I'm wanting a more story oriented game. To that end, unplanned PC death is a Bad Thing. Perhaps its one player who is no longer with us, that managed to die in every concievable way possible I believe. When running through RttToEE my group of seven clocked 27 PC deaths. Nearly half were from this one player. He sometimes wouldn't make it a whole session. When sharing 'listen to what this dumbass did in a game' I always win. After that, the idea of bringing in a new PC and forcing everyone to role-play meeting a new party member makes me shudder. It got to the point where there were comments like 'Well, Bob just died so we should be finding a prisoner willing to join our party sometime soon.' Or 'Greetings stranger! You look fit, come join our group, we trust you with our lives.'
Anyway, there's two problems that are kind of related. The rules as-is interfere with my goals, so I'm changing them. The first is healing. I hate the fact that the players feel the *need* to have a cleric. Any other class you can do without, but if there's no cleric the group is either screwed, or the DM needs to do a lot of metagaming. Either option is distasteful.
My initial thought is to change hit points so that they don't require lengthy convalescence or magical healing. Maybe saying that hit points are more like endurance than actual serious wounds, and allowing the PCs to recover some amount, say level + CON modifier per hour of rest. Not per hour of marching or exploring, but per hour of sitting and relaxing. Maybe make the Healing skill class skill for all and saying that you need a heal check to recover whatever you make on your roll in hit points after an hour's rest. IOW, if you roll a fifteen the character recovers 15 hit points. Clerics will still be handy, but not required.
The other problem is what happens when you run out of hit points. This is more of a problem at high level. At low level, I'm rarely hitting them for more than 10 hit points at a whack, so its really easy to hit that 0 to -9 window. As they progress, the creatures do more and more damage. When you are taking 30, 40 or 50 points a round, its hard to hit that safety zone.
So maybe I'll change definitions. When you go below -10, you aren't dead. You are critically injured. If you don't get your wounds patched up soon you likely will die, either from blood loss or infection. But if someone gets to you, you'll get better. You won't be the same, you'll either lose a level or have some disfigurement - loss of an eye, lowered speed, lowered ability score of some kind.
Excepting this is the Boromir Rule. The character can instead do a 'last stand'. They get back up and fight for all thier worth, having several rounds to defend their friends. Once the battle is over however, they collapse and truly die. The difference here is that characters only die when it is dramatically appropriate for them to do so.
I may also want to increase the 'critically injured' threshold. To account for the increasing average damage, maybe they get -10 - level before they are completely down.
That handles weapon damage, but what to do about spells? I've already banned disintigrate, but how to handle Finger of Death, Circle of Death, and other 'instakill' spells. They should seriously take out the opponent, but not cause the disruption of the storyline that PC death incurrs. Or at that level, the constant raise dead and resurrection that feels so artificial to me.
On that note, Raise Dead and Ressurection are gone. They are replaced by Raise Critically Hurt and Resurrect Critically hurt, allowing a fast recovery from greivous wounds. True Resurrection may still be able to return the dead, I don't know. I kind of like having it much harder to actually kill a PC, but death is irrevocable.
Any thoughts on these ideas? I prefer to keep it as simple as possible, so no massive charts or anything, keep to the basic d20 mechanic.
I'm wanting a more story oriented game. To that end, unplanned PC death is a Bad Thing. Perhaps its one player who is no longer with us, that managed to die in every concievable way possible I believe. When running through RttToEE my group of seven clocked 27 PC deaths. Nearly half were from this one player. He sometimes wouldn't make it a whole session. When sharing 'listen to what this dumbass did in a game' I always win. After that, the idea of bringing in a new PC and forcing everyone to role-play meeting a new party member makes me shudder. It got to the point where there were comments like 'Well, Bob just died so we should be finding a prisoner willing to join our party sometime soon.' Or 'Greetings stranger! You look fit, come join our group, we trust you with our lives.'
Anyway, there's two problems that are kind of related. The rules as-is interfere with my goals, so I'm changing them. The first is healing. I hate the fact that the players feel the *need* to have a cleric. Any other class you can do without, but if there's no cleric the group is either screwed, or the DM needs to do a lot of metagaming. Either option is distasteful.
My initial thought is to change hit points so that they don't require lengthy convalescence or magical healing. Maybe saying that hit points are more like endurance than actual serious wounds, and allowing the PCs to recover some amount, say level + CON modifier per hour of rest. Not per hour of marching or exploring, but per hour of sitting and relaxing. Maybe make the Healing skill class skill for all and saying that you need a heal check to recover whatever you make on your roll in hit points after an hour's rest. IOW, if you roll a fifteen the character recovers 15 hit points. Clerics will still be handy, but not required.
The other problem is what happens when you run out of hit points. This is more of a problem at high level. At low level, I'm rarely hitting them for more than 10 hit points at a whack, so its really easy to hit that 0 to -9 window. As they progress, the creatures do more and more damage. When you are taking 30, 40 or 50 points a round, its hard to hit that safety zone.
So maybe I'll change definitions. When you go below -10, you aren't dead. You are critically injured. If you don't get your wounds patched up soon you likely will die, either from blood loss or infection. But if someone gets to you, you'll get better. You won't be the same, you'll either lose a level or have some disfigurement - loss of an eye, lowered speed, lowered ability score of some kind.
Excepting this is the Boromir Rule. The character can instead do a 'last stand'. They get back up and fight for all thier worth, having several rounds to defend their friends. Once the battle is over however, they collapse and truly die. The difference here is that characters only die when it is dramatically appropriate for them to do so.
I may also want to increase the 'critically injured' threshold. To account for the increasing average damage, maybe they get -10 - level before they are completely down.
That handles weapon damage, but what to do about spells? I've already banned disintigrate, but how to handle Finger of Death, Circle of Death, and other 'instakill' spells. They should seriously take out the opponent, but not cause the disruption of the storyline that PC death incurrs. Or at that level, the constant raise dead and resurrection that feels so artificial to me.
On that note, Raise Dead and Ressurection are gone. They are replaced by Raise Critically Hurt and Resurrect Critically hurt, allowing a fast recovery from greivous wounds. True Resurrection may still be able to return the dead, I don't know. I kind of like having it much harder to actually kill a PC, but death is irrevocable.
Any thoughts on these ideas? I prefer to keep it as simple as possible, so no massive charts or anything, keep to the basic d20 mechanic.