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General Tabletop Discussion
*Dungeons & Dragons
HP Overhaul: Injury Levels
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<blockquote data-quote="AverageCitizen" data-source="post: 6468902" data-attributes="member: 57845"><p>So I have been thinking about HP alternatives. I'm curious as to what you guys think of this one:</p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Injury Levels </span></p><p></p><p>Damage Saves:</p><p>When you are hit with an attack, you must make a damage save. Your damage save bonus is calculated as follows:</p><p>[CODE]Average of your HD roll as per class advancement (e.g. 6 for 1d10) + Con Modifier + Proficiency Bonus.[/CODE]</p><p>The save DC is 10+ the average damage of the attack, often listed in the monster stat block. On a successful save, you take a cumulative -1 penalty on damage saves. If you fail the save, you receive a level of injury. If you fail the save by 5 or more, you receive 2 levels of injury. If you fail the save by 10 or more, you are immediately fall unconscious and begin to make death savings throws as though you had been reduced to 0 HP.</p><p></p><p>Injury Levels</p><p>[TABLE="width: 500"][TR][TD]Level[/TD][TD]Effect[/TD][/TR][TR][TD]1[/TD][TD]Disadvantage on ability checks[/TD][/TR][TR][TD]2[/TD][TD]Speed halved[/TD][/TR][TR][TD]3[/TD][TD]Disadvantage on attack rolls and saving throws[/TD][/TR][TR][TD]4[/TD][TD]Roll once on the "Lingering Injuries" table, DMG pg. 272[/TD][/TR][TR][TD]5[/TD][TD]Speed reduced to 0[/TD][/TR][TR][TD]6[/TD][TD]Death[/TD][/TR][/TABLE]Behind the scenes and next steps: So, from what I can tell as written above this variant makes the early levels easier on combat oriented characters and scales up until at very high levels the saves will be tough to make, so the scaling almost certainly needs some tweaking. Also, a lot of damage at once is dangerous, so high level spells become very deadly so that may need to be adjusted. Finally, I am not sure how healing should work, based on the logic I used to do the scaling so far it would be something like every 1d8-1d10 HP worth of healing would remove a level of injury. Temporary HP would probably best be represented as a one-time boost to damage saves.</p><p></p><p>I'd love some help and feedback, this is a rough idea so I know it will need work, but keep in mind it is MY idea and I am arrogant and love my ideas like they were my babies, so be gentle. </p><p></p><p>PLEASE NOTE: All too often posts like this turn into threads challenging the premise of the variant, and I'd really like to avoid having to justify the idea. I have some specific reasons that I think an alternative like this would be good for the game. If you can't catch the vision of it then please, just move on, I am really just hoping someone out there likes the idea and can help me hammer it out.</p><p></p><p>EDIT the first: Changed it so that you receive -1 to damage saves on a successful save instead of as the first degree of failure. I realized the numbers work out better this way and it makes it so that low-level monsters can still be a threat to higher level characters in large numbers.</p></blockquote><p></p>
[QUOTE="AverageCitizen, post: 6468902, member: 57845"] So I have been thinking about HP alternatives. I'm curious as to what you guys think of this one: [SIZE=5] Injury Levels [/SIZE] Damage Saves: When you are hit with an attack, you must make a damage save. Your damage save bonus is calculated as follows: [CODE]Average of your HD roll as per class advancement (e.g. 6 for 1d10) + Con Modifier + Proficiency Bonus.[/CODE] The save DC is 10+ the average damage of the attack, often listed in the monster stat block. On a successful save, you take a cumulative -1 penalty on damage saves. If you fail the save, you receive a level of injury. If you fail the save by 5 or more, you receive 2 levels of injury. If you fail the save by 10 or more, you are immediately fall unconscious and begin to make death savings throws as though you had been reduced to 0 HP. Injury Levels [TABLE="width: 500"][TR][TD]Level[/TD][TD]Effect[/TD][/TR][TR][TD]1[/TD][TD]Disadvantage on ability checks[/TD][/TR][TR][TD]2[/TD][TD]Speed halved[/TD][/TR][TR][TD]3[/TD][TD]Disadvantage on attack rolls and saving throws[/TD][/TR][TR][TD]4[/TD][TD]Roll once on the "Lingering Injuries" table, DMG pg. 272[/TD][/TR][TR][TD]5[/TD][TD]Speed reduced to 0[/TD][/TR][TR][TD]6[/TD][TD]Death[/TD][/TR][/TABLE]Behind the scenes and next steps: So, from what I can tell as written above this variant makes the early levels easier on combat oriented characters and scales up until at very high levels the saves will be tough to make, so the scaling almost certainly needs some tweaking. Also, a lot of damage at once is dangerous, so high level spells become very deadly so that may need to be adjusted. Finally, I am not sure how healing should work, based on the logic I used to do the scaling so far it would be something like every 1d8-1d10 HP worth of healing would remove a level of injury. Temporary HP would probably best be represented as a one-time boost to damage saves. I'd love some help and feedback, this is a rough idea so I know it will need work, but keep in mind it is MY idea and I am arrogant and love my ideas like they were my babies, so be gentle. PLEASE NOTE: All too often posts like this turn into threads challenging the premise of the variant, and I'd really like to avoid having to justify the idea. I have some specific reasons that I think an alternative like this would be good for the game. If you can't catch the vision of it then please, just move on, I am really just hoping someone out there likes the idea and can help me hammer it out. EDIT the first: Changed it so that you receive -1 to damage saves on a successful save instead of as the first degree of failure. I realized the numbers work out better this way and it makes it so that low-level monsters can still be a threat to higher level characters in large numbers. [/QUOTE]
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