Hit Points and Wounds

zorbal

First Post
The line seems to be drawn in the sand over hit points and, more specifically, how are they are completely restored after a good nights rest. The playtest packet indicates that hp aren't so much physical wounds, at least not serious ones. In fact, as long as a PC has over 50% of hp left, there are no physical signs of injury at all. I'm an old school player and I can live with that... for now.

I know that it's way too early to talk about suggestions like this, but I think a logical extension of this would be to add on some kind of wound system on top of the normal hp damage. A simple add, would be a Wounded condition that a character is subjected to when he drops below 0 hit points.

Grievously Wounded
  • Whatever attack or effect that dropped the creature to below 0 hit points has caused a grievous wound on the creature.
  • The wound specifics are determined by the DM based on the extent of damage and the type suffered (ex: broken leg, sucking chest wound, facial burn, etc) and are tied to a specific attribute.
  • The character has disadvantage on all checks, and saving throws based on that wounded attribute.
  • The grievous wound lasts for a number of days equal to the amount of damage inflicted that dropped the character to below 0 hit points.

Ex: Selwyn is battling an evil servant of Vecna. The servant blasts Selwyn with shocking grasp, reducing Selwyn to -5 hp. When selwyn is stabalized and comes to, he will find that his head is wracked by the shock of the attack. His player notes that he has a "wracked mind" wound and that it affects Intelligence checks and saves. He will be at a disadvantage whenever he makes any Intelligence rolls.

This seems simple and elegant enough and seems to be in line with the feel of the rest of the game. And it might satisfy the old school players like myself that like the longer healing times, as well as the people that want the game to continue. If my fighter got blasted in the face by a magic missile, I could opt to to take a wound on Charisma and it will likely only effect my chances at the bar later that night, but if I get wounded a second time, it would have to apply to another score. Perhaps if a player manages to wrack up all six wounds, the seventh kills him outright. Thoughts?
 

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Good for a module.

But keep wounds out base D&D.

In base D&D, you never break your leg.
Never never
NEVER NEVER NEVER
NEVER NEVER NEVER NEVAR!

/ralphbigheadmode
 

Things like grievous wounds, chronic diseases, etc. are an extra layer of complexity - so they get layered onto the CORE game. I think it's highly probable that at some point, months and months from now once the CORE is better play-tested, we'll get a chance to test module features Wizards throws out there and suggest modifications / alternatives. In the meantime it's an amusing thought exercise.

- Marty Lund
 

Good for a module.

But keep wounds out base D&D.

In base D&D, you never break your leg.
Never never
NEVER NEVER NEVER
NEVER NEVER NEVER NEVAR!

/ralphbigheadmode

I wasn't suggestion it should be a part of the core rules. It's something that could be added just for those that want to enable some longer healing time mechanics without having to redefine what hp are and what a long rest does.

You could also call the wound whatever you want. A sprained ankle, a sword wound, a broken leg. Whatever. They would all have the same game effect of putting the creature at disadvantage until it's healed.
 


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