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.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
My Modified Hitpoints and AC rules
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="Albert_Fish" data-source="post: 616135" data-attributes="member: 1780"><p>These rules borrow heavily from Ken Hood and his Grim-N-Gritty rules system. Whereever you are, thankyou.</p><p></p><p>If you are not familiar with the Grim-N-Gritty rules it goes a little like this.... in a Low magic world where realismis valued and the protagonists (heroes) are the "small fish" you need a system taht reflects the realities of life and the fact that survivinga fight is tough business. To this end Ken Hood developed a set of rules where Hitpoitns were derived from your Constitution score, armour acted asa for of Damage Reduction and your ability to not be hit was a Fuctionof your dexterity and martial skill. </p><p></p><p>Well for my own low magic campaign i have borrowed Mr. Hood's work but with the following differences</p><p></p><p>Playres have Vitality, basically normal hitpoints. This reflects the characters ability to turn a grievous wound into a bruise or sinple cut. Once Vitality is Expended you start eating into Hitpoints. Wounds taken to hitpoints are terrible gaping holes, crushed bones, torn ligaments and the like. </p><p></p><p>Rather than this just being a bonus to the players total pool of hitpoints/vitality my low magic hitpoints are the direct target of any criticals or sneak attacks. Thus you could have full vitality and still fall to one gruesome swing of an axe or a well placed blow from an assassin's dagger.</p><p>Hitpoints also carry with them penalties as you begin losing them, beginning at a -2 to all rolls at 3/4 HP to a -6 to all rolls at 1/4 HP. </p><p>At 0 (zero) HP a player suffers a permanent wound. A milky eye, a missing hand, a permanent limp, etc. </p><p></p><p>An average first level Fighter would have around 12 Hit points and 7 Vitality points. He would go down quick in a fight. To protect himself he has armour which soaks damage and fancy footwork to deflect blows.</p><p></p><p>i am still trying to figure out how to deal with Shields. in D&D they are too paltry. Aas anyone who has ever taken part in a mock combat your shield is the only thing between life and death at many points in combat. </p><p></p><p>Should i improve the AC Bonus given by shields as such: Bucker +1, Small shield +2, Medium Shield ( my own creation) +3 Large Shield +4?</p><p></p><p>Or is there a better way to approxiamate the true defensive qualities of a shield? Perhaps a feat progression chain?</p><p>Any ideas?</p></blockquote><p></p>
[QUOTE="Albert_Fish, post: 616135, member: 1780"] These rules borrow heavily from Ken Hood and his Grim-N-Gritty rules system. Whereever you are, thankyou. If you are not familiar with the Grim-N-Gritty rules it goes a little like this.... in a Low magic world where realismis valued and the protagonists (heroes) are the "small fish" you need a system taht reflects the realities of life and the fact that survivinga fight is tough business. To this end Ken Hood developed a set of rules where Hitpoitns were derived from your Constitution score, armour acted asa for of Damage Reduction and your ability to not be hit was a Fuctionof your dexterity and martial skill. Well for my own low magic campaign i have borrowed Mr. Hood's work but with the following differences Playres have Vitality, basically normal hitpoints. This reflects the characters ability to turn a grievous wound into a bruise or sinple cut. Once Vitality is Expended you start eating into Hitpoints. Wounds taken to hitpoints are terrible gaping holes, crushed bones, torn ligaments and the like. Rather than this just being a bonus to the players total pool of hitpoints/vitality my low magic hitpoints are the direct target of any criticals or sneak attacks. Thus you could have full vitality and still fall to one gruesome swing of an axe or a well placed blow from an assassin's dagger. Hitpoints also carry with them penalties as you begin losing them, beginning at a -2 to all rolls at 3/4 HP to a -6 to all rolls at 1/4 HP. At 0 (zero) HP a player suffers a permanent wound. A milky eye, a missing hand, a permanent limp, etc. An average first level Fighter would have around 12 Hit points and 7 Vitality points. He would go down quick in a fight. To protect himself he has armour which soaks damage and fancy footwork to deflect blows. i am still trying to figure out how to deal with Shields. in D&D they are too paltry. Aas anyone who has ever taken part in a mock combat your shield is the only thing between life and death at many points in combat. Should i improve the AC Bonus given by shields as such: Bucker +1, Small shield +2, Medium Shield ( my own creation) +3 Large Shield +4? Or is there a better way to approxiamate the true defensive qualities of a shield? Perhaps a feat progression chain? Any ideas? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
My Modified Hitpoints and AC rules
Top