RangerWickett
Legend
I like the damage save, but I don't think it's appropriate for a D&D style game. Still, I think it's an improvement over hit points from a game play perspective, so here's my brainstorm on how to adopt the damage save for D&D-style fantasy.
The damage save system, if I recall it correctly, works something like this:
[sblock]You have AC like normal, and people make attacks as normal, but you don't have hit points. You have a Damage Save, which is roughly equivalent to a Fortitude save. Each attack has a Damage Rating, and whenever you're hit in combat, you must make a Damage Save against a DC equal to the attack's Damage Rating.
Say you're hit by something with a Damage Rating 15. You have a +3 Damage Save. If you succeed, you take no detrimental effect. If you fail by 1 to 5, you'll take a Hit, which incurs a -1 penalty to future Damage saves. If you fail by 6 to 10, you take a Hit and are stunned for one round. If you fail by 11 to 15, you take a Hit, are stunned, and fall unconscious. If you fail by 16 or more, you just die.
If you roll a 12, you're fine. If you roll an 11, you'll take a Hit. If you roll a 6, you'll take a Hit and be stunned. If you roll a 1, you'll take a hit, be stunned, and pass out. You can't die from this attack unless you've already failed a few saves.
(I could be wrong with the specific numbers and detrimental effects, but I think I got the gist right).[/sblock]
Here's my version.
Wound Save
Creatures have wound points, and whenever you hit a creature, you either deal wound damage, or cause it to suffer a 'Hit,' which (among other things) reduces its ability to resist future attacks. The ability to dodge is influenced by your level, but the amount of Wound Points a creature has is based only on size.
A creature's Touch Defense is: 10 + class-based Dodge bonus + Dexterity - size + various.
A creature's Hit Defense is: 10 + class-based Dodge bonus + Dexterity + size + various.
A creature's Wound Defense is: 10 + class-based Dodge bonus + Dexterity + size + armor + various.
(Size functions differently from in the core rules. Here, big is good when avoiding hits and wounds, because it's harder to deal significant damage to larger creatures. A large creature has a lot of hit points, and it also has the benefit of its internal organs being protected by more meat. However, small size is a bonus and large size is a penalty when trying to avoid touch attacks.)
A creature's Attack Bonus attack is: d20 + base attack bonus + Strength (or Dex for some weapons) + damage rating for weapon + size + various.
A creature's Touch Attack Bonus is: d20 + base attack bonus + Strength (or Dex for some weapons) + size + various.
(On the attack, size is only ever a good thing. Small creatures might have a high Dexterity, but that is independent of their size. On the offensive, size makes it easier for you to reach your target, gives you more leverage, and makes your weapons cover a larger area. Sure, a giant's club might not be precise, but if the club is four times as big as a halfling, he doesn't need to be that precise.)
When you make a normal attack, there are three outcomes:
1. Your attack roll does not match their Hit Defense. You miss, and there's no effect.
2. You match their Hit Defense. They take a Hit, and suffer a -1 penalty to attack rolls and Defense.
3. You match their Wound Defense. They take a Hit, and take 1 point of Wound damage, plus another 1 for every point your attack roll bypassed their AC.
In this system, taking a 'Hit' represents getting unbalanced in combat, getting fatigued, taking inconsequential hits that just slow you down but won't themselves kill you. Wound Points represent actual physical injury.
You have Wound Points based on your size - as a baseline, Medium creatures gets 20, Small 8, Tiny 3, Diminutive 1, Large 50, Huge 120, Gargantuan 300, Colossal 800 - modified by perhaps the Toughness feat, your race, and other stuff.
Knockout and Death: Whenever you take Wound damage, you must make a Fortitude save (DC 10 + damage dealt, with a bonus equal to your current Wound Points) or be knocked unconscious. If you fail by more than 10, you are Dying.
A creature that is Dying must make a Fort save (DC 10) each round, with a bonus equal to his current WP. If the creature succeeds, it stabilizes and is no longer Dying. If the creature fails, it takes 1 Hit and 1 pont of wound damage. If it fails by 10 or more, it dies.
For example, you're a typical human with 20 WP and a Fort save of +0. You're hit for 8 damage. You make a Fort save (d20+12 vs. DC 18). You make the save and are fine. Then you're hit for 8 more damage. You make a Fort save (d20+4 vs. DC 18), and again succeed.
You are hit a third time for 8 damage, dropping you to -4 WP. You must now make a Fort save (d20-4 vs. DC 18). You roll a 14, and simply fall unconscious, not die.
Critical Wounds: Whenever you take damage that is over half your full Wound Points, you must make a Fortitude save (DC yet to be determined) or else suffer a debilitating wound, like losing an eye or a limb, having a few ribs broken, etc. (This section is under construction.)
Note that it is quite possible for a high-level character to survive well into negative hit points, especially if each blow is dealing only a few points of damage.
Unbalance: You can attempt to simply unbalance a foe, instead of trying to injure him. You make a Touch Attack against your foe's Hit Defense. If you succeed, they take 1 subdual Hit, plus another Hit for each point your attack roll exceeded their Hit Defense. These subdual Hits last only until the end of combat.
Healing and Recovery: Creatures heal a number of Wound Points per day based on size. I'm thinking 10% of max WP. A creature heals 1 Hit for each hour of rest, plus 1 per X levels. Magical healing can improve both of these. (Under construction.)
Other Rule Options: Energy attacks would have a damage rating, and you'd make an attack roll to see how well you hit. Energy attacks ignore armor. What about a creature falling into fire or lava, though? What about things that aren't actively attacking? I suppose in those instances there'd be a damage rating, and you'd need to make a Reflex save to avoid the damage. Does that sound right? (Under construction.)
In Conclusion:
This system will no doubt require a substantial rewrite of the game's rules, but I wonder if it has merit. Tell me what you think, and if you have any suggestions for ways to improve this system
The damage save system, if I recall it correctly, works something like this:
[sblock]You have AC like normal, and people make attacks as normal, but you don't have hit points. You have a Damage Save, which is roughly equivalent to a Fortitude save. Each attack has a Damage Rating, and whenever you're hit in combat, you must make a Damage Save against a DC equal to the attack's Damage Rating.
Say you're hit by something with a Damage Rating 15. You have a +3 Damage Save. If you succeed, you take no detrimental effect. If you fail by 1 to 5, you'll take a Hit, which incurs a -1 penalty to future Damage saves. If you fail by 6 to 10, you take a Hit and are stunned for one round. If you fail by 11 to 15, you take a Hit, are stunned, and fall unconscious. If you fail by 16 or more, you just die.
If you roll a 12, you're fine. If you roll an 11, you'll take a Hit. If you roll a 6, you'll take a Hit and be stunned. If you roll a 1, you'll take a hit, be stunned, and pass out. You can't die from this attack unless you've already failed a few saves.
(I could be wrong with the specific numbers and detrimental effects, but I think I got the gist right).[/sblock]
Here's my version.
Wound Save
Creatures have wound points, and whenever you hit a creature, you either deal wound damage, or cause it to suffer a 'Hit,' which (among other things) reduces its ability to resist future attacks. The ability to dodge is influenced by your level, but the amount of Wound Points a creature has is based only on size.
A creature's Touch Defense is: 10 + class-based Dodge bonus + Dexterity - size + various.
A creature's Hit Defense is: 10 + class-based Dodge bonus + Dexterity + size + various.
A creature's Wound Defense is: 10 + class-based Dodge bonus + Dexterity + size + armor + various.
(Size functions differently from in the core rules. Here, big is good when avoiding hits and wounds, because it's harder to deal significant damage to larger creatures. A large creature has a lot of hit points, and it also has the benefit of its internal organs being protected by more meat. However, small size is a bonus and large size is a penalty when trying to avoid touch attacks.)
A creature's Attack Bonus attack is: d20 + base attack bonus + Strength (or Dex for some weapons) + damage rating for weapon + size + various.
A creature's Touch Attack Bonus is: d20 + base attack bonus + Strength (or Dex for some weapons) + size + various.
(On the attack, size is only ever a good thing. Small creatures might have a high Dexterity, but that is independent of their size. On the offensive, size makes it easier for you to reach your target, gives you more leverage, and makes your weapons cover a larger area. Sure, a giant's club might not be precise, but if the club is four times as big as a halfling, he doesn't need to be that precise.)
When you make a normal attack, there are three outcomes:
1. Your attack roll does not match their Hit Defense. You miss, and there's no effect.
2. You match their Hit Defense. They take a Hit, and suffer a -1 penalty to attack rolls and Defense.
3. You match their Wound Defense. They take a Hit, and take 1 point of Wound damage, plus another 1 for every point your attack roll bypassed their AC.
In this system, taking a 'Hit' represents getting unbalanced in combat, getting fatigued, taking inconsequential hits that just slow you down but won't themselves kill you. Wound Points represent actual physical injury.
You have Wound Points based on your size - as a baseline, Medium creatures gets 20, Small 8, Tiny 3, Diminutive 1, Large 50, Huge 120, Gargantuan 300, Colossal 800 - modified by perhaps the Toughness feat, your race, and other stuff.
Knockout and Death: Whenever you take Wound damage, you must make a Fortitude save (DC 10 + damage dealt, with a bonus equal to your current Wound Points) or be knocked unconscious. If you fail by more than 10, you are Dying.
A creature that is Dying must make a Fort save (DC 10) each round, with a bonus equal to his current WP. If the creature succeeds, it stabilizes and is no longer Dying. If the creature fails, it takes 1 Hit and 1 pont of wound damage. If it fails by 10 or more, it dies.
For example, you're a typical human with 20 WP and a Fort save of +0. You're hit for 8 damage. You make a Fort save (d20+12 vs. DC 18). You make the save and are fine. Then you're hit for 8 more damage. You make a Fort save (d20+4 vs. DC 18), and again succeed.
You are hit a third time for 8 damage, dropping you to -4 WP. You must now make a Fort save (d20-4 vs. DC 18). You roll a 14, and simply fall unconscious, not die.
Critical Wounds: Whenever you take damage that is over half your full Wound Points, you must make a Fortitude save (DC yet to be determined) or else suffer a debilitating wound, like losing an eye or a limb, having a few ribs broken, etc. (This section is under construction.)
Note that it is quite possible for a high-level character to survive well into negative hit points, especially if each blow is dealing only a few points of damage.
Unbalance: You can attempt to simply unbalance a foe, instead of trying to injure him. You make a Touch Attack against your foe's Hit Defense. If you succeed, they take 1 subdual Hit, plus another Hit for each point your attack roll exceeded their Hit Defense. These subdual Hits last only until the end of combat.
Healing and Recovery: Creatures heal a number of Wound Points per day based on size. I'm thinking 10% of max WP. A creature heals 1 Hit for each hour of rest, plus 1 per X levels. Magical healing can improve both of these. (Under construction.)
Other Rule Options: Energy attacks would have a damage rating, and you'd make an attack roll to see how well you hit. Energy attacks ignore armor. What about a creature falling into fire or lava, though? What about things that aren't actively attacking? I suppose in those instances there'd be a damage rating, and you'd need to make a Reflex save to avoid the damage. Does that sound right? (Under construction.)
In Conclusion:
This system will no doubt require a substantial rewrite of the game's rules, but I wonder if it has merit. Tell me what you think, and if you have any suggestions for ways to improve this system