Jumping on the HPHS (Hit point House Rule) bandwagon

Kisanji Arael

First Post
Hit Point Separation Zones

This is something that seems too complicated to implement, but with all the talk of “accurately representing hit points” recently, I asked myself: okay, Chris, how would you do it?

Separate hit points into how people take hits.

1st zone: Hits Dodged.
These would be hits that were dodged and blocked. Eventually, characters would run out of natural stamina and start actually taking hits. DR would not help at this phase. A critical hit would bypass this entire zone. Characters in this zone would be penalized by heavier armor, and benefit from wearing looser fitting clothing. Certain weapons could confer benefits (dueling swords, spears, quarterstaves) to hits taken in this zone.

The cleric spread for this would be 0 level- 2nd level spells for a single character, and possibly as high as 5th level spells for a mass heal.

2nd zone: Hits Soaked
These would be hits that would actually hurt characters. Armor would provide either a bonus to AC at this point or it would provide DR. A character's Dex mod would do nothing at this point, but DR would start to help. If weapons could block (as above), they would probably still help.

This section would be divided into two halves. The first half would be the “non-bleeding section,” and the second would be the aptly named “bleeding section,” where damage would, surely enough, begin to provide penalties and/or drain Hp.

Clerics would not be able to heal these wounds at 1st level, but could probably still stop someone from bleeding out at this level.

3rd zone: Disabled.

Characters would be unconscious at this point. Obviously, I would like this a wider margin than just 0 Hp.

4th zone: Dying

From what limited knowledge I have of people dying (mostly Scrubs), I have little knowledge of how this would work. My initial response would be that a character's negative Hp total would give a percent chance of dying every turn, and the character would also possess a natural chance of stabilizing. Clerics could, I don't know, defibrilate? (positive energy+lightning bolt might be a bit extreme, but could there be something a bit more controlled) to regulate the heartbeat and keep it from giving out.

Don't give healers natural ability to fix this until at least 5th level spells (earlier than this, give them a concentration based spell to half the chance of a character dying on any given turn). Make this the zone where the Heal skill could shine. For while non-divine healers certainly have never been the best at giving back Hp, they might be much more capable at actually keeping people alive.

Cleric: My God never taught me about this! What do we do?
Fighter: Looks like the dragon popped some of his squishy tubes. I saw this back in the war. I'm gonna need a needle, some thread, and someone to knock out the priest for about fifteen minutes.

Obviously, this would be followed by the fifth zone: Dead. Clerics can cure this with maybe 7th level magic? Make it harder for people to die, but harder to bring them back?

Any thoughts?
 

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In a lot of ways, what you're talking about is similar to a Vitality/Wound system, where Vitality represents natural stamina/getting out of the way, is bypassed by crits, and DR doesn't apply. Wound points are your second category, though they're not divided into "bleeding/non-bleeding." Still, if you're interested in the theory, you could do worse than looking into the arguments for and against a WP/VP system.
 

You're reading too deep, Veril

Veril said:
Wayyy to complicated.

As I stated, this is a thought project. The point when I wrote this (90% of my posts on EN world are written and posted between 1 and 5 in the morning, which is why they don't make as much sense as my posts older than 2 years) was to create something completely realistic, that I would never actually bother to implement.

I like the HP mechanic. I don't want to bother changing something I've never had a problem with. This was just something I thought up, to see if my fellow EN worlders wanted to dick around and come up with something as realistic as possible, just for the fun of it.
 

Interesting... though I have to ask, if a hit is dodged was it really a hit... more importantly wouldn't that fall under AC? Hits being soaked is what HP measures now. Higher the level more they can soak.

The way I had HP explained to me, and I have in turn explained to players, is HP = natural resilience. Your experience has taught you to roll with the punches... you can stay up fighting long after someone who is less experienced is knocked cold. Common phrases heard when a PC is battling, "That cut would have killed a lesser man.", "How is that possible?", "I can't believe he is still standing!"

Just a thought,
William Holder
 

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