Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon 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 Next
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
*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!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
The "everyone at full fighting ability at 1 hp" conundrum
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="RangerWickett" data-source="post: 7832108" data-attributes="member: 63"><p>In brief, my preference would be for a system where:</p><p></p><p>I. You have <strong>Hit Points</strong>, which represents your ability to keep an attack that <strong>hits</strong> you from causing a major wound. Any 'hit' makes contact and hurts, but you aren't debilitated. When you run out of HP, you are helpless but conscious. The only actions you can take are to croak out a few words or crawl 5 feet.</p><p></p><p>II. Critical hits do no extra damage, but instead cause some sort of debilitation. My preference is a list of four options.</p><p>--A. <strong>Bleed</strong>. The character loses HP equal to its level at the end of its turn. If it's at 0 HP, each minute it makes a DC 5 flat save or die. If the attack was with a piercing weapon, increase the save DC to 10.</p><p>--B. <strong>Daze</strong>. The character loses their action and must make a DC 5 flat save at the end of the turn to end the condition. If the attack was with a bludgeoning weapon, increase the DC to 10.</p><p>--C. <strong>Dent</strong>. The attacker damages an object the character was wearing or wielding. Broken weapons count as improvised clubs. Broken armor provides 4 less AC.</p><p>--D. <strong>Wound</strong>. Here we get a bit complicated. There are light wounds and serious wounds; if the target has at least 1 HP after the damage from the crit, it's light and lasts until they take a short rest, but if they have 0 HP it's serious and is permanent until magically healed. Roll a d6 to determine a location. If the attack was with a slashing weapon, roll twice and pick your preferred location.</p><p>----1. <u>Eye</u>. Blind for one round, thereafter disadvantage on ranged attack rolls and Perception.</p><p>----2. <u>Mouth</u>. Cannot bite or talk at all for one round. Thereafter can only speak at a raspy whisper.</p><p>----3. <u>Primary arm</u>. Drop anything held. Thereafter cannot attack with limb or use it to manipulate objects.</p><p>----4. <u>Secondary arm</u>. Ditto.</p><p>----5. <u>Chest</u>. At the end of any turn you take an action, gain a level of exhaustion. If you take no action on your turn, at the end of the turn exhaustion from this wound goes away.</p><p>----6. <u>Leg</u>. Fall prone. Thereafter, it moves at half speed, and whenever it takes damage it falls prone.</p><p></p><p>III. You regain HP through hit dice and long rests. A 1st level cure wounds spell cures a light wound. A 3rd level cure wounds spell cures a serious one.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 7832108, member: 63"] In brief, my preference would be for a system where: I. You have [b]Hit Points[/b], which represents your ability to keep an attack that [b]hits[/b] you from causing a major wound. Any 'hit' makes contact and hurts, but you aren't debilitated. When you run out of HP, you are helpless but conscious. The only actions you can take are to croak out a few words or crawl 5 feet. II. Critical hits do no extra damage, but instead cause some sort of debilitation. My preference is a list of four options. --A. [B]Bleed[/B]. The character loses HP equal to its level at the end of its turn. If it's at 0 HP, each minute it makes a DC 5 flat save or die. If the attack was with a piercing weapon, increase the save DC to 10. --B. [B]Daze[/B]. The character loses their action and must make a DC 5 flat save at the end of the turn to end the condition. If the attack was with a bludgeoning weapon, increase the DC to 10. --C. [B]Dent[/B]. The attacker damages an object the character was wearing or wielding. Broken weapons count as improvised clubs. Broken armor provides 4 less AC. --D. [B]Wound[/B]. Here we get a bit complicated. There are light wounds and serious wounds; if the target has at least 1 HP after the damage from the crit, it's light and lasts until they take a short rest, but if they have 0 HP it's serious and is permanent until magically healed. Roll a d6 to determine a location. If the attack was with a slashing weapon, roll twice and pick your preferred location. ----1. [U]Eye[/U]. Blind for one round, thereafter disadvantage on ranged attack rolls and Perception. ----2. [U]Mouth[/U]. Cannot bite or talk at all for one round. Thereafter can only speak at a raspy whisper. ----3. [U]Primary arm[/U]. Drop anything held. Thereafter cannot attack with limb or use it to manipulate objects. ----4. [U]Secondary arm[/U]. Ditto. ----5. [U]Chest[/U]. At the end of any turn you take an action, gain a level of exhaustion. If you take no action on your turn, at the end of the turn exhaustion from this wound goes away. ----6. [U]Leg[/U]. Fall prone. Thereafter, it moves at half speed, and whenever it takes damage it falls prone. III. You regain HP through hit dice and long rests. A 1st level cure wounds spell cures a light wound. A 3rd level cure wounds spell cures a serious one. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The "everyone at full fighting ability at 1 hp" conundrum
Top