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General Tabletop Discussion
*Dungeons & Dragons
Removing Hit Points from the Game
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<blockquote data-quote="Xaelvaen" data-source="post: 7612866" data-attributes="member: 6681906"><p>Monte Cook's <a href="https://www.paizo.com/products/btpy860b?Monte-Cooks-Collected-Book-of-Experimental-Might-Hardcover" target="_blank">Experimental Might</a> first introduced me to the concept of separating Hit Points into two categories; Vigor and Health, I believe he used. One came back easily (Vigor), and the other represented more severe damage to the character. That was the first step I took to adding a bit of spice to our D&D games. I've found I had to do a lot more to get a similar feel in 5E.</p><p></p><p>We use a 'Wounds' system on critical hits, as well as any hit that reduces a character to 0 but doesn't kill them outright. We use a simple Warhammer-like hit location chart to determine where the wound is. Even if you save vs. Death and are later healed, wounds cannot be magically whisked away easily. (In example, a Cure Wounds spell only restores wounds equal to the level of the spell, and no hit points if you use it in this way). Then 1 wound per long rest.</p><p></p><p>Wounds can range from slowed movement speed, difficulty attacking, blinding from blood in the eyes, etc. It has helped make hit points less arbitrary, for us. As with all the suggestions I mention of this caliber, it's what works for my old grognard group and may not fit anyone else's needs.</p></blockquote><p></p>
[QUOTE="Xaelvaen, post: 7612866, member: 6681906"] Monte Cook's [URL="https://www.paizo.com/products/btpy860b?Monte-Cooks-Collected-Book-of-Experimental-Might-Hardcover"]Experimental Might[/URL] first introduced me to the concept of separating Hit Points into two categories; Vigor and Health, I believe he used. One came back easily (Vigor), and the other represented more severe damage to the character. That was the first step I took to adding a bit of spice to our D&D games. I've found I had to do a lot more to get a similar feel in 5E. We use a 'Wounds' system on critical hits, as well as any hit that reduces a character to 0 but doesn't kill them outright. We use a simple Warhammer-like hit location chart to determine where the wound is. Even if you save vs. Death and are later healed, wounds cannot be magically whisked away easily. (In example, a Cure Wounds spell only restores wounds equal to the level of the spell, and no hit points if you use it in this way). Then 1 wound per long rest. Wounds can range from slowed movement speed, difficulty attacking, blinding from blood in the eyes, etc. It has helped make hit points less arbitrary, for us. As with all the suggestions I mention of this caliber, it's what works for my old grognard group and may not fit anyone else's needs. [/QUOTE]
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