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General Tabletop Discussion
*Dungeons & Dragons
My homebrew go at changing HP.
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<blockquote data-quote="Sadras" data-source="post: 6249634" data-attributes="member: 6688277"><p>It seems like too much work with half here and a quarter there and all that.</p><p>Keep it simple, either use the bloodied system suggested above or introduce a wound system. Determine how many wounds kills a character as in a range from 3-5 and treat hp solely as non-meat (luck, morale, stamina, divine intervention...etc). </p><p></p><p>Upon Crits, Successful attacks of opportunity..etc, the characters make an unmodified save 1-9 they receive a wound, 10-20 its a normal attack. The reason I thrown in AoO is because sometimes you have players that believe with their massive hp they can just do anything like charge 10 orcs with readied shortbows - they will think twice about that if they know there is a good chance that upon hit they can accumulate wounds. This can be expanded upon for falling damage and other corner cases.</p><p>If you want, failed death saves can auto add to the Wounds.</p><p></p><p>HP are healed through morale, words (warlord,bard) and reserves (surges/HD), so short rests work better (at least in my mind). Wounds can only be healed through complete rest or divine intervention Cure Wounds. </p><p></p><p>You can add further granularity by creating death spirals if you so wish, timelines for rest required depending on the wound (1 day, 3 days, 1 week, 1 month, 6 months) and wound severity can only be sure by certain level of spells, such a 2 Wounds requires a 2nd Level Cure Wounds spell, after which the Wound drops to 1 and you need a level 1 Cure Wounds. You can also have the required resting period work the same way. i.e. 3 wounds requires 1 week & 4 days rest. </p><p>Cure Wounds of course still restore hp, so nothing changes there.</p><p></p><p>Also now that HD (I still prefer the 4e thematic-sounding name Surges) represents luck, stamina, morale..etc and not-meat you can open it up to be utilized in other ways/areas than just restoring hp...</p><p>Cost for Rituals, +2 bonus on die, disease/poison damage, calling on additional divine powers...etc </p><p></p><p>That's my take. I find if you're going to purse this route of grittier combat, its simpler to have players record a number from 1-5 than another set of hp which sounds like more work to integrate into the system.</p></blockquote><p></p>
[QUOTE="Sadras, post: 6249634, member: 6688277"] It seems like too much work with half here and a quarter there and all that. Keep it simple, either use the bloodied system suggested above or introduce a wound system. Determine how many wounds kills a character as in a range from 3-5 and treat hp solely as non-meat (luck, morale, stamina, divine intervention...etc). Upon Crits, Successful attacks of opportunity..etc, the characters make an unmodified save 1-9 they receive a wound, 10-20 its a normal attack. The reason I thrown in AoO is because sometimes you have players that believe with their massive hp they can just do anything like charge 10 orcs with readied shortbows - they will think twice about that if they know there is a good chance that upon hit they can accumulate wounds. This can be expanded upon for falling damage and other corner cases. If you want, failed death saves can auto add to the Wounds. HP are healed through morale, words (warlord,bard) and reserves (surges/HD), so short rests work better (at least in my mind). Wounds can only be healed through complete rest or divine intervention Cure Wounds. You can add further granularity by creating death spirals if you so wish, timelines for rest required depending on the wound (1 day, 3 days, 1 week, 1 month, 6 months) and wound severity can only be sure by certain level of spells, such a 2 Wounds requires a 2nd Level Cure Wounds spell, after which the Wound drops to 1 and you need a level 1 Cure Wounds. You can also have the required resting period work the same way. i.e. 3 wounds requires 1 week & 4 days rest. Cure Wounds of course still restore hp, so nothing changes there. Also now that HD (I still prefer the 4e thematic-sounding name Surges) represents luck, stamina, morale..etc and not-meat you can open it up to be utilized in other ways/areas than just restoring hp... Cost for Rituals, +2 bonus on die, disease/poison damage, calling on additional divine powers...etc That's my take. I find if you're going to purse this route of grittier combat, its simpler to have players record a number from 1-5 than another set of hp which sounds like more work to integrate into the system. [/QUOTE]
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My homebrew go at changing HP.
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