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Hit points- The final frontier
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<blockquote data-quote="Minigiant" data-source="post: 4545899" data-attributes="member: 63508"><p>CON is too low at high level to more alone. It's too swingy and offers nothing to the hero's skill to avoid lucky shots. That's why I combine CON with a condition track and "reverse healing surges".</p><p> </p><p>The way I do it is through Wound points. Any time you take damage higher than your CON score plus half your level or are a hit with a damaging critical hit, you gain a wound point. If you are hit with a critical that deals higher than your CON you gain 2 wound points.</p><p> </p><p>Uninjured:<em> 0 wound points</em></p><p>You're at perfect health.</p><p> </p><p>Minor Wounds: <em>1 wound point</em></p><p>Minor scrapes and bruises. No real effect on you. A Short rest, action point, or second wind removes all wound points and brings you to Uninjured due to natural body healing.</p><p> </p><p>Light wounds: <em>2 wound points</em></p><p>Creatures under level 5 are instanly dropped to -5 hp. You take a -2 penatly to attack rolls, defences, and skill checks due to pain and wounds. An extended rest or action point removes all wound points and brings you to Uninjured due to basic first aid.</p><p> </p><p>Moderate wounds: <em>3 wound points</em></p><p>Creatures under level 11 are instanly dropped to -5 hp. You take a -5 penatly to attack rolls, defences, and skill checks due to pain and wounds. An extended rest or action point removes all wound points and brings you to Uninjured due to basic first aid.</p><p> </p><p>Serious wounds:<em> 4 wound points</em></p><p>Creatures under level 21 are instanly dropped to -5 hp. You take a -5 penatly to attack rolls, defences, and skill checks due to pain and wounds. An extended rest or action point removes 1 wound point and brings you to Moderate wounds due to basic first aid. The Cure Disease and Raise Dead rituals removes all wound points.</p><p> </p><p>Critical wounds: <em>5 wound points</em></p><p>Creatures under level 21 are instanly dropped to -5 hp. You take a -5 penatly to attack rolls, defences, and skill checks due to pain and wounds. An extended rest removes 1 wound point and brings you to Serious wounds due to basic first aid. The Cure Disease and Raise Dead rituals removes all wound points but the caster takes a -5 penalty to the heal check. </p><p> </p><p>Lethal wounds: <em>6 or more wound points</em></p><p>You are dead at -1000 hp. The Cure Disease and Raise Dead rituals removes all wound points but the caster takes a -10 penalty to the heal check.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 4545899, member: 63508"] CON is too low at high level to more alone. It's too swingy and offers nothing to the hero's skill to avoid lucky shots. That's why I combine CON with a condition track and "reverse healing surges". The way I do it is through Wound points. Any time you take damage higher than your CON score plus half your level or are a hit with a damaging critical hit, you gain a wound point. If you are hit with a critical that deals higher than your CON you gain 2 wound points. Uninjured:[I] 0 wound points[/I] You're at perfect health. Minor Wounds: [I]1 wound point[/I] Minor scrapes and bruises. No real effect on you. A Short rest, action point, or second wind removes all wound points and brings you to Uninjured due to natural body healing. Light wounds: [I]2 wound points[/I] Creatures under level 5 are instanly dropped to -5 hp. You take a -2 penatly to attack rolls, defences, and skill checks due to pain and wounds. An extended rest or action point removes all wound points and brings you to Uninjured due to basic first aid. Moderate wounds: [I]3 wound points[/I] Creatures under level 11 are instanly dropped to -5 hp. You take a -5 penatly to attack rolls, defences, and skill checks due to pain and wounds. An extended rest or action point removes all wound points and brings you to Uninjured due to basic first aid. Serious wounds:[I] 4 wound points[/I] Creatures under level 21 are instanly dropped to -5 hp. You take a -5 penatly to attack rolls, defences, and skill checks due to pain and wounds. An extended rest or action point removes 1 wound point and brings you to Moderate wounds due to basic first aid. The Cure Disease and Raise Dead rituals removes all wound points. Critical wounds: [I]5 wound points[/I] Creatures under level 21 are instanly dropped to -5 hp. You take a -5 penatly to attack rolls, defences, and skill checks due to pain and wounds. An extended rest removes 1 wound point and brings you to Serious wounds due to basic first aid. The Cure Disease and Raise Dead rituals removes all wound points but the caster takes a -5 penalty to the heal check. Lethal wounds: [I]6 or more wound points[/I] You are dead at -1000 hp. The Cure Disease and Raise Dead rituals removes all wound points but the caster takes a -10 penalty to the heal check. [/QUOTE]
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