no Hit points, no wound points, no points at all

Havoc

First Post
These rules have been adapted from FUDGE; as usual with FUDGE, they can be easily tweaked to be more or less hard on the PCs...The principles have inspired many other games.


*Shrug off damage*
Whenever a blow lands, the victim make a _Fortitude Saving Throw_ to determine its effect, but modified by the damage inflicted.
The result of the saving throw is a wound; the severity is determined on the following table:

Failure.. Killing blow
DC 0..... Incapacitating wound
DC 5.... Wound
DC 10....Light wound
DC 15....Bruise
DC 20*..Nothing
*and attacker at least 2 sizes smaller


Note that each time a hit is scored, at least a bruise is inflicted unless the victim is 2 sizes greater than the attacker; that is, thou shalt not kill a Dragon with a toothpick

Each size increment over medium give a +2 to the check; each size decrement under medium give -2.

Optional: if damage resistance for armor is used, the DCs are increased by 5 and the DR of the armor is added to the roll.

Optional: rules stop here; simply give wound points 1/2/4/8/16

*Damage*
Damage is recorded by a set of boxes on the character sheet.

.... Bruised.......... [ ][ ]
.-2. Lightly wounded..[ ]
.-5. Wounded.......... [ ]
-10.Incapacitated.... [ ]
.... Near death....... [ ]

Each Thoughness feat allows the player to add a box where he likes, but you can never have more box on any given line than on the previous line.
If the DM so desires, unimportant characters can have an arbitrary low number of boxes, for instance just a Wounded and a Death box.

When a wound is inflicted, one of the boxes is crossed; for instance, if a 'Light Wound' is inflicted, a box on the lightly wounded line is crossed.

When a box is crossed, the PC gets a penalty to all Dex or Str based rolls; a bruise cause no penalty.
An incapacitated PC can only defend, and move one step per round. A near death PC is unconscious and dying if not stabilized.

When a box need to be crossed on a line where no empty (not crossed) box remains, the next empty box in the _following_ lines is marked with a letter representing the original wound level. For example, a character has received a bruise and a light wound:
....Bruised.......... [X][ ]
.-2.Lightly wounded..[X]
.-5.Wounded.......... [ ]
-10.Incapacitated.... [ ]
....Near death....... [ ]
Then he receives another Light wound, the player marks the Wounded box with a L
....Bruised.......... [X][ ]
.-2.Lightly wounded..[X]
.-5.Wounded.......... [L]
-10.Incapacitated.... [ ]
....Near death....... [ ]
and suffers the consequences of being wounded, a -5 penalty, as normal.

*Healing*
Each box represent a distinct wound or set of wounds. Bruises all disappear after one rest period; after each combat where bruises are inflicted, a successful Heal check (DC10) remove one bruise immediately.
This applies to _all_ bruises, including bruises that were recorded in a more severe box.

Other wounds heal by getting less and less serious until they are just bruises; each day, for each wound, a Fortitude save is rolled; if it is successfull, the wound is moved to the upper line. Checks are made in order of severity; as soon as one check fails, one new rest period is needed before the whole process is started again.

Wound/DC for natural healing/heal spell needed/HP restoration needed
Bruise.................. . .Cure Minor Wounds..... .1
Light wound........... 15..Cure Light Wounds..... .5
Wound................. 20..Cure Moderate Wounds..10
Incapacitating wound..25..Cure Serious Wounds. ..15
Killing blow.......... 30..Cure Critical Wounds. .20

If appropriate care is possible, the roll can be made using the healer's healing skill and bonus appropriate to the technological level and the healthcare infrastructure available.
It is possible to 'take 20' for a single wound at a time by spending two weeks of complete rest; however, only wounds of a lesser severity can be rolled normally during that time.

Magical healing works much the same way than normal healing by decreasing the severity of wounds; a cure minor wounds will suppress a Bruise completely while a cure light wound will turn a light wound into a bruise. It is of course possible to cast a cure serious wound on a wound but if no Light Wound box is
available, the spell will fail.
The table assumes the use of 'Cure Spells'; for other spells that heal HP or special abilities like a Paladin lay on hands or a regeneration, a HP column is provided.

Whenever a box is emptied because of healing, it can be used to record a wound recorded in a more severe box if the emptied box is not less severe than the original wound. For instance, say that, after a combat, a PC has the following wound record:
....Bruised..... .....[X][X]
.-2.Lightly wounded..
.-5.Wounded......... .[L]
-10.Incapacitated.. ..[ ]
....Near death...... .[ ]
The character has received 3 bruises and then a Light Wound: however, he is at -5. If he receives first aid (heal check 15+), a bruise is removed; since all these bruises were received during the last combat, he can select any of them to be healed; he frees the Lightly Wounded box. As there is a Light wound recorded
on the "Wounded" line, it can be moved on the Lighly Wounded line (and recorded
with a plain 'X').
....Bruised........ ..[X][X]
.-2.Lightly wounded..[X]
.-5.Wounded..... .....[ ]
-10.Incapacitated ....[ ]
....Near death... ....[ ]
 

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Sounds a bit like Shadowrun, but the problem is that the whole weapon damage suddenly becomes a nonentity, due to the constant Fort saves.

How about:

DC (Damage - 10) = Incapacitating Wound
DC (Damage - 5) = Wound
DC (Damage) = Light Wound
DC (Damage + 5) = Bruise
DC (Damage + 10)* = No effect.

*and attacker at least two size smaller.

The only other problem I can see with this is that dragon are virtually impossible to kill without critical hits. The DC for critical hits also becomes astronomical. Perhaps crits simply raise the DC by a certain amount: say, +2 for a x2 crit multiplier, +4 for a x3 and +6 for a x4.

The other consideration is how this affects spells. How much damage does, say, a Fireball do? How many extra boxes does Vampiric Touch give the caster? Just a few extra considerations: remember, the whole DnD system is based around HPs. It is a mammoth task to shift away from that...good luck!
 

The question you have to ask are these:

1. What are you trying to achieve?

2. Will it make the game quicker?

3. Will it make the game more fun?

4. Will it make the game more 'realistic'?


Wouldn't it just be quicker to say that when someone suffers (a certain amount of) damage, they must make a fortitude save of some kind or suffer penalties, and all other HP rules apply? Then you don't have the problems of having to convert every source in the game.

Example: After every hit, a character must make a fortitude save with a DC equal to the amount of damage taken. Just to make this quick, a 1 on this save is not an automatic failure (which means if your fort save bonus is more than the damage you took, you don't even roll). A 20 is still an automatic success. If this save is failed, the character takes 1d6 damage to a random physical attribute.

One thing to note: This makes the fortitude save much more powerful (a good thing IMHO - except clerics probably shouldn't have a good fort save...), and also makes things which do massive damage in a single hit more powerful (probably a good thing - magic missile actually starts to be a worse spell when you compare it with lightning bolt now. Sneak attack becomes more dangerous etc)
 

Is there something wrong with the current Hit Point rule? I mean, sure, it's not "realistic", but c'mon... the characters are fighting dragons, demons, and giants and evoking balls of fire to rain down on their enemies.
But, to each his own, I s'pose.
 

What bugs me with hit points is not that it is 'unrealistic'; what I do not like is that hp are an abstraction of combat skill, luck and brawness.
IMHO, the luck factor is present enough by using dice; reflex save already represent a character ability to doge things while fortitude save is brawness.
Explanations that say that hit points do not represent wounds are difficult to swallow some time; for example, if they are not wounds all the time, why a double handed sword makes more 'damage' to hit points than a dagger?
Finally, having to drink potions and get magically healed after each combat is not 'heroic' at all to me and is certainly not verisimilar (whether realistic or not) when you think about fantasy heroes of books or films.
Sorry I did not reply earlier.
 

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