Two excellent (I think) house rules that really changes D&D


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poltah said:
You guys care to elaborate a little bit? I mean "I don't like hit points" won't help anybody with anything.
Look at True20, it uses a hit sytem, and no hit points. I tried it once and didn't care for the aftertaste it left. I like to know exactly how healthy my character is. The tracking of hit points in DND does just that. That is how I like it.
 

I played in an M&M game which has a damage save method - and while I liked it in theory for superhero battles - I found combats were either way too quick or way too long and there was little to no sense of anxiety as combat continued as you have when your HPs are whittling down.

I think I would prefer something like the new Star Wars combo of HPs and conditions. . .
 

What I dislike about HP is that there's only a danger at the end of the combat. I mean, at higher levels you take fifteen hits and are still okay. You have to take A LOT of hits before there's any danger in the fight.
Also, I hate how an arrow pointed at you isn't really dangerous. You know you can just take that shot, and then kill whoever pointed that shot at you.
Somebody threatens you with a sword? Who cares, he'll hit you, you take the 12-20 points of damage, and then you kill him.
 


HP vs Saves

I've tried both and I don't like straight Hp or only the damage save. It does work great for superheroes, but leaves something to be desired for fantasy.

My game runs on a WP/Vitality variant. Anytime a character takes more vitality/hp damage than their toughness (typically equal to their Con), they take the excess amount in wound damage. Armor acts as DR to mitigate and some feats or other modifiers (size) can add to your toughness.

States are assigned by vitality level (1/2 = fatigued, 0 = exhausted) and wound level (any wounds = fatigued). These combine, so someone at 1/2 vitality and some wounds is exhausted. Characters at 0 vitality and some wounds is unconscious, whereas someone at 0 wounds and some vitality is dying (and losing vitality each round). If both are at 0, the character is dead. Action points can temporarily supress states (after the fact) or diminish incoming damage on the front end (by adding to a defense roll, for instance).

I go over it more in detail on my blog.
 


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