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My HP Fix
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<blockquote data-quote="ExploderWizard" data-source="post: 5954476" data-attributes="member: 66434"><p>Its not terrible but it does make two pools of stuff to stack, keep separate, and remember what rejuvenates what. </p><p> </p><p>My idea is a bit simpler. There is enough agreement around here that HP represents a bunch of elements which, when all is said and done, only seem to translate to wounds or incapacitation when a character runs out of them. </p><p> </p><p>How about the hit point and healing rates stay just as they are with the exception of one circumstance:</p><p> </p><p>Things change when anyone is reduced to 0 HP or less. Thus hit points are all just dings, bumps & bruises until the hit that takes you down. Whatever reduces a creature to 0 hp or less causes an appropriate actual wound. </p><p> </p><p>If the hit that caused the wound was delivered as a non-lethal attack then the victim awakes in 2d6 hours with 1 HP as per the normal rules. </p><p> </p><p>If the hit that caused the wound was a lethal attack then recovery time is needed. The wounded character will awaken in 2d6 hours but will still have 0 HP for a time determined by his/her CON score:</p><p> </p><p><strong><u>CON SCORE </u><u>DAYS OF REST</u></strong></p><p><strong>1</strong> 8</p><p><strong>2-3</strong> 7</p><p><strong>4-5</strong> 6</p><p><strong>6-7</strong> 6</p><p>8<strong>-9</strong> 5</p><p><strong>10-11</strong> 5</p><p><strong>12-13</strong> 5</p><p><strong>14-15</strong> 4</p><p><strong>16-17</strong> 4</p><p><strong>18-19</strong> 3</p><p><strong>20-21</strong> 2 </p><p> </p><p>While at 0 HP the wounded can walk short distances, but must otherwise rest. Strenuous activity will negate healing for that day. No normal means will restore the character to 1 HP including healing magic*. At the end of the rest period the character gains 1 HP and can be healed as normal.</p><p> </p><p>* Magic to restore a character more quickly to 1 HP should be available in ritual form but rare and expensive. All normal healing magic works only as described so long as the recipient has 1HP. </p><p> </p><p>Thus characters can end up with long term injuries but must actually be taken down by a lethal attack for that to happen. Nothing separate to track and you know when to describe something as a wound. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5954476, member: 66434"] Its not terrible but it does make two pools of stuff to stack, keep separate, and remember what rejuvenates what. My idea is a bit simpler. There is enough agreement around here that HP represents a bunch of elements which, when all is said and done, only seem to translate to wounds or incapacitation when a character runs out of them. How about the hit point and healing rates stay just as they are with the exception of one circumstance: Things change when anyone is reduced to 0 HP or less. Thus hit points are all just dings, bumps & bruises until the hit that takes you down. Whatever reduces a creature to 0 hp or less causes an appropriate actual wound. If the hit that caused the wound was delivered as a non-lethal attack then the victim awakes in 2d6 hours with 1 HP as per the normal rules. If the hit that caused the wound was a lethal attack then recovery time is needed. The wounded character will awaken in 2d6 hours but will still have 0 HP for a time determined by his/her CON score: [B][U]CON SCORE [/U][U]DAYS OF REST[/U][/B] [B]1[/B] 8 [B]2-3[/B] 7 [B]4-5[/B] 6 [B]6-7[/B] 6 8[B]-9[/B] 5 [B]10-11[/B] 5 [B]12-13[/B] 5 [B]14-15[/B] 4 [B]16-17[/B] 4 [B]18-19[/B] 3 [B]20-21[/B] 2 While at 0 HP the wounded can walk short distances, but must otherwise rest. Strenuous activity will negate healing for that day. No normal means will restore the character to 1 HP including healing magic*. At the end of the rest period the character gains 1 HP and can be healed as normal. * Magic to restore a character more quickly to 1 HP should be available in ritual form but rare and expensive. All normal healing magic works only as described so long as the recipient has 1HP. Thus characters can end up with long term injuries but must actually be taken down by a lethal attack for that to happen. Nothing separate to track and you know when to describe something as a wound. ;) [/QUOTE]
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