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<blockquote data-quote="dave2008" data-source="post: 7965404" data-attributes="member: 83242"><p>All for 5e:</p><p><strong><em>Bloodied Hit Points. </em></strong> In addition to Hit Points, you get Bloodied Hit Points (HP). BHP = [STR mod + CON mod] x Size (Medium = 1), minimum of 1. You only take damage to BHP after your HP are 0 or on a critical hit.</p><p></p><p><em>Design Note: This makes 1st level more survivable and anything without "levels" just has BHP. It has the additional effect of adding significant HP to higher CR and larger sized monsters, which makes them last longer.</em></p><p><em></em></p><p><em><strong>Critical Hit.</strong> </em>Max damage to HP and rolled damage to BHP. If it is a critical hit to BHP it is max damage + rolled damage to BHP.</p><p></p><p><strong><em>Damage Reduction.</em></strong> Armor has a damage reduction equal to the armors AC - 10 (so plate has DR 8). However, this only comes into effect when an attack would damage your BHP (after your HP is 0 or on a critical hit). Otherwise armor and AC work normally.</p><p></p><p><em>Design Note: We have always homebrewed some version of damage reduction to our armor rules. It just feels right to my group. Personally, I think it works well with the bloodied rules as it is only important for dramatic situations (at 0 HP and critical hits) and does bog the game down. This also makes armor and strength better choices and high AC monsters sturdier. With an AC of 22 and ancient dragon has 12 DR, making it really hard for a group of peasant to take it down.</em></p><p><em></em></p><p><em><strong>Extra Attack.</strong> Fighters can double damage on a single attack instead of taking another attack.</em></p><p><em></em></p><p><em><strong>Heroic Surges.</strong> </em>In addition to healing you can spend HD as follows:</p><ul> <li data-xf-list-type="ul">1 HD, double your speed for 1 round.</li> <li data-xf-list-type="ul">1 HD double your melee weapon damage die (dice) on one attack</li> <li data-xf-list-type="ul">1 HD recharge a short-rest feature or ability</li> <li data-xf-list-type="ul">2 HD recharge a long-rest feature or ability</li> <li data-xf-list-type="ul">2 HD double damage die on two attacks (or one doubled attack - see extra attack. So a fighter could roll 4d10 + 8 by spending 2 HD on one dbl attack instead of 1d10 + 4 on two attacks normally)</li> </ul></blockquote><p></p>
[QUOTE="dave2008, post: 7965404, member: 83242"] All for 5e: [B][I]Bloodied Hit Points. [/I][/B] In addition to Hit Points, you get Bloodied Hit Points (HP). BHP = [STR mod + CON mod] x Size (Medium = 1), minimum of 1. You only take damage to BHP after your HP are 0 or on a critical hit. [I]Design Note: This makes 1st level more survivable and anything without "levels" just has BHP. It has the additional effect of adding significant HP to higher CR and larger sized monsters, which makes them last longer. [B]Critical Hit.[/B] [/I]Max damage to HP and rolled damage to BHP. If it is a critical hit to BHP it is max damage + rolled damage to BHP. [B][I]Damage Reduction.[/I][/B] Armor has a damage reduction equal to the armors AC - 10 (so plate has DR 8). However, this only comes into effect when an attack would damage your BHP (after your HP is 0 or on a critical hit). Otherwise armor and AC work normally. [I]Design Note: We have always homebrewed some version of damage reduction to our armor rules. It just feels right to my group. Personally, I think it works well with the bloodied rules as it is only important for dramatic situations (at 0 HP and critical hits) and does bog the game down. This also makes armor and strength better choices and high AC monsters sturdier. With an AC of 22 and ancient dragon has 12 DR, making it really hard for a group of peasant to take it down. [B]Extra Attack.[/B] Fighters can double damage on a single attack instead of taking another attack. [B]Heroic Surges.[/B] [/I]In addition to healing you can spend HD as follows: [LIST] [*]1 HD, double your speed for 1 round. [*]1 HD double your melee weapon damage die (dice) on one attack [*]1 HD recharge a short-rest feature or ability [*]2 HD recharge a long-rest feature or ability [*]2 HD double damage die on two attacks (or one doubled attack - see extra attack. So a fighter could roll 4d10 + 8 by spending 2 HD on one dbl attack instead of 1d10 + 4 on two attacks normally) [/LIST] [/QUOTE]
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