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Take Out Hit Points and Replace It With... (wild ideas thread)
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<blockquote data-quote="DND_Reborn" data-source="post: 8551711" data-attributes="member: 6987520"><p>Well, every game has some way of monitoring damage. You mention HP isn't used for anything else, but condition monitors/ wound levels/ and similar mechanics are really just their version of levels of exhaustion-type penalties or static penalties for each level of sustained injury.</p><p></p><p>I've had homebrew systems using the Damage Threshold concept where when you took damage exceeding it, you gained a level of exhaustion, similar to something like you suggested.</p><p></p><p>Personally, I've always liked games like Shadowrun and Vampire. Shadowrun because it had a Stun and Physical condition track and Vampire differentiated between stun (IIRC correctly)/ lethal/ and aggravated damage.</p><p></p><p>One of the failings of HP in D&D is it is used for all types of damage. Even in AD&D, non-lethal damage only did 25% "real" damage and 75% temporary (faster healed) damage IIRC.</p><p></p><p>Personally, I like the Vitality / Wounds system of d20 SW, but Vitality is really just hp. However, Jedi spend it for force powers and we toyed with having casters spend hp for spells in a similar manner.</p><p></p><p>I agree with [USER=1125]@Tonguez[/USER] using attribute damage would be interesting, or any system which handles different forms of damage differently.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8551711, member: 6987520"] Well, every game has some way of monitoring damage. You mention HP isn't used for anything else, but condition monitors/ wound levels/ and similar mechanics are really just their version of levels of exhaustion-type penalties or static penalties for each level of sustained injury. I've had homebrew systems using the Damage Threshold concept where when you took damage exceeding it, you gained a level of exhaustion, similar to something like you suggested. Personally, I've always liked games like Shadowrun and Vampire. Shadowrun because it had a Stun and Physical condition track and Vampire differentiated between stun (IIRC correctly)/ lethal/ and aggravated damage. One of the failings of HP in D&D is it is used for all types of damage. Even in AD&D, non-lethal damage only did 25% "real" damage and 75% temporary (faster healed) damage IIRC. Personally, I like the Vitality / Wounds system of d20 SW, but Vitality is really just hp. However, Jedi spend it for force powers and we toyed with having casters spend hp for spells in a similar manner. I agree with [USER=1125]@Tonguez[/USER] using attribute damage would be interesting, or any system which handles different forms of damage differently. [/QUOTE]
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Take Out Hit Points and Replace It With... (wild ideas thread)
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