Yaarel
🇮🇱 🇺🇦 He-Mage
Tiers of Damage.
For me this is the best description of damage (Players Handbook, 197):
• When your current hit point total is half or more of your hit point maximum,
you typically show no signs of injury.
• When you drop below half your hit point maximum,
you show signs of wear, such as cuts and bruises.
• An attack that reduces you to 0 hit points strikes you directly,
leaving a bleeding injury or other trauma, or it simply knocks you unconscious.
This description strikes the balance between realism and simplicity (and gaming balance):
glancing hit → impacting hit → lethal hit
There are tiers of damage:
vigorous → bloodied → dying
Rates of Healing
The DMs Guide gives options for rates of healing. I would like these recovery mechanics to reflect these tiers of damage.
Ideally I want something like:
• Vigorous: if remaining over half hit points, use per-15-minute rests to recover hit points
• Bloodied: if reaching half hit points, use per-day rests to recover hit points
• Dying: if reaching 0 hit points, use per-week rests to recover hit points (or something like that)
Tiers of damage, with their rates of healing, marries flavorful combat descriptions to elegant mechanics.
Hit points are complex, because essential mechanics from Fighter superiority short rests to Wizard spell long rests balance around them. The above tiers of healing and damage should work well, gamewise. Are there any mechanical concerns being overlooked?
For me this is the best description of damage (Players Handbook, 197):
• When your current hit point total is half or more of your hit point maximum,
you typically show no signs of injury.
• When you drop below half your hit point maximum,
you show signs of wear, such as cuts and bruises.
• An attack that reduces you to 0 hit points strikes you directly,
leaving a bleeding injury or other trauma, or it simply knocks you unconscious.
This description strikes the balance between realism and simplicity (and gaming balance):
glancing hit → impacting hit → lethal hit
There are tiers of damage:
vigorous → bloodied → dying
Rates of Healing
The DMs Guide gives options for rates of healing. I would like these recovery mechanics to reflect these tiers of damage.
Ideally I want something like:
• Vigorous: if remaining over half hit points, use per-15-minute rests to recover hit points
• Bloodied: if reaching half hit points, use per-day rests to recover hit points
• Dying: if reaching 0 hit points, use per-week rests to recover hit points (or something like that)
Tiers of damage, with their rates of healing, marries flavorful combat descriptions to elegant mechanics.
Hit points are complex, because essential mechanics from Fighter superiority short rests to Wizard spell long rests balance around them. The above tiers of healing and damage should work well, gamewise. Are there any mechanical concerns being overlooked?
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