After several years as a Monte-written adventure junkie, I am striking out on my own to make my own campaign setting. This setting will have an Indiana Jones/Mummy kind of feel, geographically and cinematically speaking. People will generally not wear a lot of armor, flintlock pistols abound, and DON'T GET HIT BY A BULLET, they sting, you know.
So my thought was to implement defense bonuses, armor as damage reduction, and the Fortitude saves instead of HP rules from Unearthed Arcana. Here's where I hit my big snag: Injury.
I like the idea of this system, but manner in which it was built takes the balance of D&D, puts it on it's head, spins it around, and throws it out the window. Does anyone else think the system needs further refinement/more extensive changes to work well with the D&D system? My two major complaints are:
Different sized hit dice. One thing that the barbarian has over the ranger is that he will have 2 HP/level (on average) more than the ranger. Now there is no difference. The sorc is supposed to be a bit tougher than the wizard. No difference now. I think some sort of bonus to Fort saves against injury my be appropriate:
d4: -2/2 levels
d6:-1/2 levels
d8:+0
d10:+1/2 levels
d12: +2/2 levels
(These numbers are largely arbitrary, as I have not doen some spreadsheeting to see if the numbers still work out. I realize that generally classes with d4s and d6s ALREADY have a poor Fort save, and now they're being penalized more. This is also a problem)
Constitution is now worthless. I realize that sounds counterintuitive.
Whereas before Bracers of Health would get you +1 HP/level, it now gives you +1 to Fort save, independent of level. Woopdy friggin do! A magic item simulating the feat Great Fortitude is far better than the bracers. Trolls, ogre mages, and other regenerating monsters now have lost a big part of what makes them nasty. I imagine some system with losing "hit" status could be made for these folks, but none is given.
Anyone already talked about this, suggested a better system, etc.? (BTW, if this belongs in House rules, please send it on its merry way.)
So my thought was to implement defense bonuses, armor as damage reduction, and the Fortitude saves instead of HP rules from Unearthed Arcana. Here's where I hit my big snag: Injury.
I like the idea of this system, but manner in which it was built takes the balance of D&D, puts it on it's head, spins it around, and throws it out the window. Does anyone else think the system needs further refinement/more extensive changes to work well with the D&D system? My two major complaints are:
Different sized hit dice. One thing that the barbarian has over the ranger is that he will have 2 HP/level (on average) more than the ranger. Now there is no difference. The sorc is supposed to be a bit tougher than the wizard. No difference now. I think some sort of bonus to Fort saves against injury my be appropriate:
d4: -2/2 levels
d6:-1/2 levels
d8:+0
d10:+1/2 levels
d12: +2/2 levels
(These numbers are largely arbitrary, as I have not doen some spreadsheeting to see if the numbers still work out. I realize that generally classes with d4s and d6s ALREADY have a poor Fort save, and now they're being penalized more. This is also a problem)
Constitution is now worthless. I realize that sounds counterintuitive.

Anyone already talked about this, suggested a better system, etc.? (BTW, if this belongs in House rules, please send it on its merry way.)