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General Tabletop Discussion
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Three proposals for 5e options
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<blockquote data-quote="jrowland" data-source="post: 6068377" data-attributes="member: 94389"><p>First off, glad you are excited about the new edition. I think exploring optional rulesets will be the strongest "buy-in" for 5E. I wont comment on 2 of your options since I am not a fan, so no point in beating on you for an option I don't care about.</p><p></p><p>I do like the HP threshold idea. Sort of. Maybe. There is this ongoing "issue" with HP and D&D that really boils down to HP as abstract wounds/fatigue vs HP as real wounds/fatigue. Most agree that a separate HP "pool" is the way to resolve the split, but most also agree that its not very D&D to do so, and WotC is very unlikely to slay that sacred cow in an edition that is trying to resurrect previously slain cows.</p><p></p><p>In some respects you are creating a separate pool, but rather than "points" you specify discrete conditions. You could easily call your conditions "wounds" and you'll see what I mean. I lose Hit Points and I gain Wounds (conditions). More on that below. I applaud you for trying to keep the terminology within the existing framework. We know what "conditions" are, and we expect them to work like other conditions. This is a defining characteristic of a "good" option: It doesn't add systems, merely expands them. Thats an ideal most options won't achieve, but its a good design goal.</p><p></p><p>I would approach it a little differently. You went for defining the condition (the wound) over the accumulation of conditions (wounds) as an emphasis. I do note they have a severity rating, which is a sort of accumulation, but its not emphasized. I'd flip the emphasis. You can't discuss HP/wounds without discussing healing, and you've avoided that for the most part, but I think that is an easy enough "fix" once you have this part down.</p><p></p><p>Example (rough, off-the-top-of-my-head redo):</p><p></p><p>Characters have HP as normal. </p><p>Critical hits = Automatic wound</p><p>Become Bloodied (half HP) = Gain 1 wound</p><p>Take <em>any</em> damage while at 0 HP = 1 wound/10 HP dealt round down (minimum 1)</p><p></p><p>Characters do not fall unconscious at 0hp. At 0hp they are "Dazed" and at a -2 penalty to all rolls</p><p>There is no "negative" HP</p><p>Characters DO fall unconscious when Wounds > 1/2 Con</p><p>Characters Die when Wounds > Con</p><p>Wounds are healed ONLY by rest or Magic. Cure Wounds spells heal 1-2-3-4 wounds (light moderate, etc) not HP. 1 wound per extended rest seems about right. HP becomes an encounter mechanic, so either full replenishment, partial replenishment, or perhaps HD refresh every 10 min (per encounter)...this would have to be adjusted for "severity" desired at the table.</p><p></p><p>From here you could use a hit location table, a wound vs weapon table, etc to describe the types of wounds and their "conditions" as you describe. But can be used in this intermediate way I describe above if conditions are too much bother for people.</p><p></p><p>As to healing, I think changing the Cure light, cure moderate, etc, to heal 1 wound, 2 wounds, etc respectively could go along way to making a nice hybrid abstract fatigue/real wound system that, while not perfect, could be reduced back to straight HP as in the Core, or further simulated with wound effects.</p></blockquote><p></p>
[QUOTE="jrowland, post: 6068377, member: 94389"] First off, glad you are excited about the new edition. I think exploring optional rulesets will be the strongest "buy-in" for 5E. I wont comment on 2 of your options since I am not a fan, so no point in beating on you for an option I don't care about. I do like the HP threshold idea. Sort of. Maybe. There is this ongoing "issue" with HP and D&D that really boils down to HP as abstract wounds/fatigue vs HP as real wounds/fatigue. Most agree that a separate HP "pool" is the way to resolve the split, but most also agree that its not very D&D to do so, and WotC is very unlikely to slay that sacred cow in an edition that is trying to resurrect previously slain cows. In some respects you are creating a separate pool, but rather than "points" you specify discrete conditions. You could easily call your conditions "wounds" and you'll see what I mean. I lose Hit Points and I gain Wounds (conditions). More on that below. I applaud you for trying to keep the terminology within the existing framework. We know what "conditions" are, and we expect them to work like other conditions. This is a defining characteristic of a "good" option: It doesn't add systems, merely expands them. Thats an ideal most options won't achieve, but its a good design goal. I would approach it a little differently. You went for defining the condition (the wound) over the accumulation of conditions (wounds) as an emphasis. I do note they have a severity rating, which is a sort of accumulation, but its not emphasized. I'd flip the emphasis. You can't discuss HP/wounds without discussing healing, and you've avoided that for the most part, but I think that is an easy enough "fix" once you have this part down. Example (rough, off-the-top-of-my-head redo): Characters have HP as normal. Critical hits = Automatic wound Become Bloodied (half HP) = Gain 1 wound Take [I]any[/I] damage while at 0 HP = 1 wound/10 HP dealt round down (minimum 1) Characters do not fall unconscious at 0hp. At 0hp they are "Dazed" and at a -2 penalty to all rolls There is no "negative" HP Characters DO fall unconscious when Wounds > 1/2 Con Characters Die when Wounds > Con Wounds are healed ONLY by rest or Magic. Cure Wounds spells heal 1-2-3-4 wounds (light moderate, etc) not HP. 1 wound per extended rest seems about right. HP becomes an encounter mechanic, so either full replenishment, partial replenishment, or perhaps HD refresh every 10 min (per encounter)...this would have to be adjusted for "severity" desired at the table. From here you could use a hit location table, a wound vs weapon table, etc to describe the types of wounds and their "conditions" as you describe. But can be used in this intermediate way I describe above if conditions are too much bother for people. As to healing, I think changing the Cure light, cure moderate, etc, to heal 1 wound, 2 wounds, etc respectively could go along way to making a nice hybrid abstract fatigue/real wound system that, while not perfect, could be reduced back to straight HP as in the Core, or further simulated with wound effects. [/QUOTE]
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