Mustrum_Ridcully
Legend
The following rule variant(s) has never been tested or fully implemented by me. It is meant to combine ideas from vitality/wound point system (like used in Spycraft or Starwars, or introduced in Unearthed Arcana) and the Massive Damage Threshold system (like used in D20 Modern, and in a limited way in D&D itself). Also part of the concept is to create a greater effect when a character takes damage, to avoid that someone is still "fully operational" until he has less than 1 hp.
Basic idea:
The Constitution Score (or any other number in that range) defines the Massive Damage Treshold Score. For thos not familiar with the concept:
If the damage from a single attack exceeds the victims treshold, he must make a Fortitude Saving Throw (usually 15, or any other number in that range) to become incapicated (usually instantly reduced to -1 hp or falls unconcious).
Additionally, the Constitution Score also sets a number of wound points.
When using or designing these rules or variants of this rule, always keep in mind that you must not overstress the value of Constitution. Certainly it should be important in this matter, but not too much.
Variant 1:
Everytime a character must make a Fortitude Saving Throw due to Massive Damage, he takes one wound (regardless of outcome), meaning his wound points are reduced by one. For each loss of wound points he takes a -1 penalty to all ability and skill checks, attack rolls and saving throws. These penalties stack.
If a character has no more wound points, his hitpoints are automatically reduced to -1.
Notes:
The main advantage for high consitution characters is that they usually take less wound damage, but that they can survive more is not so perfect, since the penalties become to high to keep them effective.
Still, even though a character with high Constitution and a high Fortitude Saving Throw usually is not reduced to -1 by massive damage, he still is not immune to the MDT effects.
Variant 2:
Like Variant 1, but instead of taking a -1 penalty, the character takes one point of ability damage. The ability is determined randomly.
Notes:
The overall penalties are smaller than in Variant 1, and there is a good chance that a character does not suffer directly from the loss. It might be useful to create a random-ability chart that increases the chance of losing strength, dexterity or constitution, since this is more important in combat.
Variant 3:
Like Variant 2, but if the saving throw fails, he takes an additional 1d4 points of ability damage.
Notes:
Wound point has longer lasting effects than in Variant 2, especially considered the proposed rules for healing wound damage. (see below)
Variant 4:
Everytime a character must make a Fortitude Saving Throw due to Massive Damage, he takes one wound (regardless of outcome), meaning his wound points are reduced by one. This also reduces his Constitution Score by one.
Notes:
Basically a Variant of rule 2, which only affects one ability. This could be a quite nasty variant, especially since zero Constitution equals dead.
Healing Woundpoint damage:
Each day, a character automatically heals one wound.
Creatures with the regeneration or Fast healing ability regain 1 woundpoint per round per 5 hp healt (if they heal less than 5 hp per round, 1 woundpoint per minute).
A Treat Injury (or Heal or Biotech or whatever the appropriate skill is called) , check DC 15, taking one minute (10 rounds) heals 1 wound point. Per hour, no more than one wound can be healed.
5 points of hitpoints healed by healing magic can be exchanged to 1 wound pointh healed. (Optional rule: The massive damage threshold score does also apply for healing magic, but has the reserve effect, returning wound points instead reducing them.)
If wound damage causes ability damage, a healed wound point also returns one point of ability damage (if the damage was inflicted by wound point damage).
There are still several variants possible.
Any suggestions or comments?
Mustrum "Gummibärchen helfen auch" Ridcully
Basic idea:
The Constitution Score (or any other number in that range) defines the Massive Damage Treshold Score. For thos not familiar with the concept:
If the damage from a single attack exceeds the victims treshold, he must make a Fortitude Saving Throw (usually 15, or any other number in that range) to become incapicated (usually instantly reduced to -1 hp or falls unconcious).
Additionally, the Constitution Score also sets a number of wound points.
When using or designing these rules or variants of this rule, always keep in mind that you must not overstress the value of Constitution. Certainly it should be important in this matter, but not too much.
Variant 1:
Everytime a character must make a Fortitude Saving Throw due to Massive Damage, he takes one wound (regardless of outcome), meaning his wound points are reduced by one. For each loss of wound points he takes a -1 penalty to all ability and skill checks, attack rolls and saving throws. These penalties stack.
If a character has no more wound points, his hitpoints are automatically reduced to -1.
Notes:
The main advantage for high consitution characters is that they usually take less wound damage, but that they can survive more is not so perfect, since the penalties become to high to keep them effective.
Still, even though a character with high Constitution and a high Fortitude Saving Throw usually is not reduced to -1 by massive damage, he still is not immune to the MDT effects.
Variant 2:
Like Variant 1, but instead of taking a -1 penalty, the character takes one point of ability damage. The ability is determined randomly.
Notes:
The overall penalties are smaller than in Variant 1, and there is a good chance that a character does not suffer directly from the loss. It might be useful to create a random-ability chart that increases the chance of losing strength, dexterity or constitution, since this is more important in combat.
Variant 3:
Like Variant 2, but if the saving throw fails, he takes an additional 1d4 points of ability damage.
Notes:
Wound point has longer lasting effects than in Variant 2, especially considered the proposed rules for healing wound damage. (see below)
Variant 4:
Everytime a character must make a Fortitude Saving Throw due to Massive Damage, he takes one wound (regardless of outcome), meaning his wound points are reduced by one. This also reduces his Constitution Score by one.
Notes:
Basically a Variant of rule 2, which only affects one ability. This could be a quite nasty variant, especially since zero Constitution equals dead.
Healing Woundpoint damage:
Each day, a character automatically heals one wound.
Creatures with the regeneration or Fast healing ability regain 1 woundpoint per round per 5 hp healt (if they heal less than 5 hp per round, 1 woundpoint per minute).
A Treat Injury (or Heal or Biotech or whatever the appropriate skill is called) , check DC 15, taking one minute (10 rounds) heals 1 wound point. Per hour, no more than one wound can be healed.
5 points of hitpoints healed by healing magic can be exchanged to 1 wound pointh healed. (Optional rule: The massive damage threshold score does also apply for healing magic, but has the reserve effect, returning wound points instead reducing them.)
If wound damage causes ability damage, a healed wound point also returns one point of ability damage (if the damage was inflicted by wound point damage).
There are still several variants possible.
Any suggestions or comments?
Mustrum "Gummibärchen helfen auch" Ridcully
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