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[Homebrew] − Rethinking the Ability Scores
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<blockquote data-quote="Yaarel" data-source="post: 7163433" data-attributes="member: 58172"><p>[MENTION=6804148]TheLoneRanger1979[/MENTION]</p><p></p><p>So, splitting Hit Points into ‘Defense Points’ and ‘Meat Points’.</p><p></p><p>The following is an idea I came up with last year.</p><p></p><p></p><p>All of the bonus hit points that come from Size/Constitution are ‘meat points’.</p><p></p><p>All of the standard hit points that come from leveling a Class are ‘defense points’.</p><p></p><p>The split works best with 4e hit point style, using the Constitution score up front, rather than its bonus at each level.</p><p></p><p></p><p></p><p>At ‘Level 0’, a character has a number of hit points equal to the Size/Constitution *score*.</p><p></p><p>So a character with a Size/Constitution score of 15 automatically starts with 15 ‘meat points’.</p><p></p><p>On top of the ‘meat points’,</p><p>• The Fighter class adds its hit points as additional 1d10 ‘defense points’, at each level.</p><p>• The Wizard class adds its hit points as additional 1d6 ‘defense points’, at each level.</p><p>And so on.</p><p></p><p>So there are two hit point pools: defense pool from class, followed by meat pool from Size/Constitution.</p><p></p><p>While the ‘defense points’ are taking hits, the character successfully avoids injury. There is some contact, but it is negligible − some scratches and reddness. The character generally shows no signs of injury. The character is ‘<strong>fresh</strong>’.</p><p></p><p>However, once the ‘defense points’ run out, then the fatigue and sloppiness set in and the defenses drop, and the ‘meat points’ become vulnerable.</p><p></p><p>Any damage to the ‘meat points’ of the Size/Constitution score, means the character has become ‘<strong>bloodied</strong>’. This is when a black eye can happen, and when the nicks and scrapes drip blood. The burns will blister.</p><p></p><p>By definition, it is impossible to lose ‘meat points’ until the ‘defense points’ are at zero.</p><p></p><p>As the meat points take hits, the character becomes noticeably beat-up. And will need first aid.</p><p></p><p>When the meat points reach zero, a fatal hit has occurred. This is the proverbial ‘sword thru the heart’. Now the ‘life and limb’ of the character is now at risk. The character is ‘<strong>downed</strong>’.</p><p></p><p>Even so, the downed character isnt necessarily dying, or even unconscious. It depends where the character got the injury. It may be the opponent intentionally attacked the character nonlethally, and now the character at 0 meat points is merely knocked out, unconscious. It may be, the injury was to the right leg. The leg might be sprained, or broken, or at its most extreme, the leg may have been amputated, and the blood loss causes death. The death saves determine the extent of the damage to the leg.</p><p></p><p>If the character wins every death save, the injury heals in about 1d8 days, and there wont even be a scar. If the character makes a single failed save, it will take 1d8 weeks to heal, impaired use of the damaged location until then, and there will be a scar. If the character fails twice, it will take 1d8 months to heal, and no use of the damage location until then. Three fails kills, usually from system shock from blood loss.</p><p></p><p>Lethal damage can look like the following. A slash damage type will flow with blood. A fire damage type is a third degree burn. A bludgeon damage type a blackening contusion of internal tissue hemorrhage. A broken limb is a compound fracture, with bones sticking out. And so on.</p><p></p><p>When a character is downed at zero meat points, the DM adjudicates from the narrative where the injury seems most likely to occur. A character downed by drowning, will obviously have the injury to the lungs. If the location seems random, such as during a tumultuous battle or falling down a mountain, then the DM may want to roll a d20 to determine where the injury happened.</p><p></p><p>Random location of injury d20 </p><p>(1-4 Head, 5-7 Chest, 8-9 Abdomen, 10-15 Arm or Shoulder, 16-20 Leg or Buttock)</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7163433, member: 58172"] [MENTION=6804148]TheLoneRanger1979[/MENTION] So, splitting Hit Points into ‘Defense Points’ and ‘Meat Points’. The following is an idea I came up with last year. All of the bonus hit points that come from Size/Constitution are ‘meat points’. All of the standard hit points that come from leveling a Class are ‘defense points’. The split works best with 4e hit point style, using the Constitution score up front, rather than its bonus at each level. At ‘Level 0’, a character has a number of hit points equal to the Size/Constitution *score*. So a character with a Size/Constitution score of 15 automatically starts with 15 ‘meat points’. On top of the ‘meat points’, • The Fighter class adds its hit points as additional 1d10 ‘defense points’, at each level. • The Wizard class adds its hit points as additional 1d6 ‘defense points’, at each level. And so on. So there are two hit point pools: defense pool from class, followed by meat pool from Size/Constitution. While the ‘defense points’ are taking hits, the character successfully avoids injury. There is some contact, but it is negligible − some scratches and reddness. The character generally shows no signs of injury. The character is ‘[B]fresh[/B]’. However, once the ‘defense points’ run out, then the fatigue and sloppiness set in and the defenses drop, and the ‘meat points’ become vulnerable. Any damage to the ‘meat points’ of the Size/Constitution score, means the character has become ‘[B]bloodied[/B]’. This is when a black eye can happen, and when the nicks and scrapes drip blood. The burns will blister. By definition, it is impossible to lose ‘meat points’ until the ‘defense points’ are at zero. As the meat points take hits, the character becomes noticeably beat-up. And will need first aid. When the meat points reach zero, a fatal hit has occurred. This is the proverbial ‘sword thru the heart’. Now the ‘life and limb’ of the character is now at risk. The character is ‘[B]downed[/B]’. Even so, the downed character isnt necessarily dying, or even unconscious. It depends where the character got the injury. It may be the opponent intentionally attacked the character nonlethally, and now the character at 0 meat points is merely knocked out, unconscious. It may be, the injury was to the right leg. The leg might be sprained, or broken, or at its most extreme, the leg may have been amputated, and the blood loss causes death. The death saves determine the extent of the damage to the leg. If the character wins every death save, the injury heals in about 1d8 days, and there wont even be a scar. If the character makes a single failed save, it will take 1d8 weeks to heal, impaired use of the damaged location until then, and there will be a scar. If the character fails twice, it will take 1d8 months to heal, and no use of the damage location until then. Three fails kills, usually from system shock from blood loss. Lethal damage can look like the following. A slash damage type will flow with blood. A fire damage type is a third degree burn. A bludgeon damage type a blackening contusion of internal tissue hemorrhage. A broken limb is a compound fracture, with bones sticking out. And so on. When a character is downed at zero meat points, the DM adjudicates from the narrative where the injury seems most likely to occur. A character downed by drowning, will obviously have the injury to the lungs. If the location seems random, such as during a tumultuous battle or falling down a mountain, then the DM may want to roll a d20 to determine where the injury happened. Random location of injury d20 (1-4 Head, 5-7 Chest, 8-9 Abdomen, 10-15 Arm or Shoulder, 16-20 Leg or Buttock) [/QUOTE]
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