Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Jumping on the HPHS (Hit point House Rule) bandwagon
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kisanji Arael" data-source="post: 3691033" data-attributes="member: 20056"><p>Hit Point Separation Zones</p><p></p><p>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?</p><p></p><p>Separate hit points into how people take hits.</p><p></p><p>1st zone: Hits Dodged.</p><p>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. </p><p></p><p>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.</p><p></p><p>2nd zone: Hits Soaked</p><p>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.</p><p></p><p>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.</p><p></p><p>Clerics would not be able to heal these wounds at 1st level, but could probably still stop someone from bleeding out at this level. </p><p></p><p>3rd zone: Disabled.</p><p></p><p>Characters would be unconscious at this point. Obviously, I would like this a wider margin than just 0 Hp. </p><p></p><p>4th zone: Dying</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p><strong>Cleric</strong>: My God never taught me about this! What do we do?</p><p><strong>Fighter</strong>: 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.</p><p></p><p>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?</p><p></p><p>Any thoughts?</p></blockquote><p></p>
[QUOTE="Kisanji Arael, post: 3691033, member: 20056"] 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. [B]Cleric[/B]: My God never taught me about this! What do we do? [B]Fighter[/B]: 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? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Jumping on the HPHS (Hit point House Rule) bandwagon
Top