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General Tabletop Discussion
*Dungeons & Dragons
Tiers of Damage − Rates of Healing
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<blockquote data-quote="Tony Vargas" data-source="post: 6897010" data-attributes="member: 996"><p>If you're going to go with a two-pool system, that'd be a critical part of keeping it workable. </p><p></p><p>You could stick with the existing rules about 0 hps, so you don't take 'blood points' (flashed back to V:tM, there for a sec) as overflow when you're reduced to 0. Or maybe you should just take the token one bp, becoming 'bloodied?'</p><p></p><p>Another thing to consider is the way 5e damage potential baloons with level. Without CON bonus to hps every level, players will be behind the hp curve relative to monster hps & damage (and their own damage, for that matter) - I know, in theory there can/should be PCs without CON bonuses, in theory they might die a lot, too (one survey here showed that PCs gravitated pretty heavily to CON 14, btw).</p><p></p><p>You could compensate a number of ways. By not compensating, just accepting that PCs are going to be eggshells with howitzers instead of tin cans with howitzers. By reducing damage potential (PC & monster) and monster hps at higher levels. </p><p></p><p>Or, by making it harder to inflict blood points than hps:</p><p></p><p>The afore-mentioned requirement of 0 hps before inflicting bps is a good idea. You could also drop damage substantially, One idea I toyed with in 3e when considering a system that'd do ability damage after hps were exhausted was to reduce (change) damage to one die vs 0 hp targets. So a dagger, whether you hit or crit, were normally -1 to damage or +12, would always do d4 bps to a 0hp target. An 8d6 fireball would do d6. That kind of thing. </p><p></p><p>Makes those d12 weapons look a little nicer, huh? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6897010, member: 996"] If you're going to go with a two-pool system, that'd be a critical part of keeping it workable. You could stick with the existing rules about 0 hps, so you don't take 'blood points' (flashed back to V:tM, there for a sec) as overflow when you're reduced to 0. Or maybe you should just take the token one bp, becoming 'bloodied?' Another thing to consider is the way 5e damage potential baloons with level. Without CON bonus to hps every level, players will be behind the hp curve relative to monster hps & damage (and their own damage, for that matter) - I know, in theory there can/should be PCs without CON bonuses, in theory they might die a lot, too (one survey here showed that PCs gravitated pretty heavily to CON 14, btw). You could compensate a number of ways. By not compensating, just accepting that PCs are going to be eggshells with howitzers instead of tin cans with howitzers. By reducing damage potential (PC & monster) and monster hps at higher levels. Or, by making it harder to inflict blood points than hps: The afore-mentioned requirement of 0 hps before inflicting bps is a good idea. You could also drop damage substantially, One idea I toyed with in 3e when considering a system that'd do ability damage after hps were exhausted was to reduce (change) damage to one die vs 0 hp targets. So a dagger, whether you hit or crit, were normally -1 to damage or +12, would always do d4 bps to a 0hp target. An 8d6 fireball would do d6. That kind of thing. Makes those d12 weapons look a little nicer, huh? ;) [/QUOTE]
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