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<blockquote data-quote="EarthsShadow" data-source="post: 459446" data-attributes="member: 3531"><p><strong>alternate HP system</strong></p><p></p><p>Check out Traveller T20, it has a pretty good alternate Hit Point system. It uses Stamina and Lifeblood, and at first it sounds similar to vitality/wounds, but it is very different also. Plus, its better for low magic/gritty campaigns than high magic. Here is how it works:</p><p></p><p>You have stamina, which works like hit points, so that's simple. You have lifeblood, which is the same as your constitution, the same as wound points. The kicker with it is that all damage has the potential of causing both Stamina and Lifeblood damage at the same time. If a person takes damage, they take full stamina damage according to dice rolled, then you check to see if they take Lifeblood damage. You compare the dice rolled vs. the armor rating of the armor worn, if wearing armor. For each point of AR for the armor you take away one die rolled, the lowest number on the die first. No matter what, always leave one die if the AR is higher than the total dice rolled. Now, with one die you compare that to the amount of AR left, and if the die number is higher than the left over AR, you take that much Lifeblood. This might seem confusing so I am going to type in the example here:</p><p></p><p>Let's say you are attacked and hit with a weapon that does 3d10 damage, the dice come up 4, 4, 7, for a total of 15. You take all 15 to Stamina. Let's say you are wearing armor with a AR of 5. If possible, you must remove up to 5 dice of damage, but there is only 3 dice rolled. You remove 2 dice, both 4's, but you have to leave one die regardless of AR. This then leaves a total damage of 7 lifeblood and 3 points of AR left. 7-3 = 4, so you take 4 Lifeblood. </p><p></p><p>The core of this alternate health system makes games more lethal, considering that sometimes you get spells that roll well over 10 dice at higher levels. </p><p></p><p>Also, this system uses its AR (armor rating) value for both damage reduction and armor class. So, its not that bad, and the higher armor with AC in D&D of +5 also has a AR of 5, and so on. </p><p></p><p>Other health rules. Lifeblood follows the rules for wounds as in that once it goes to 0, it follows normal rules down to -10. Once your out of stamina, all damage goes to Lifeblood. </p><p></p><p>NEW FEAT:</p><p>Toughness - provides +3 stamina and +1 Lifeblood, can be taken multiple times.</p><p></p><p>As it stands, this health system is really cool and could probably fit into a standard fantasy game without much harm.</p></blockquote><p></p>
[QUOTE="EarthsShadow, post: 459446, member: 3531"] [b]alternate HP system[/b] Check out Traveller T20, it has a pretty good alternate Hit Point system. It uses Stamina and Lifeblood, and at first it sounds similar to vitality/wounds, but it is very different also. Plus, its better for low magic/gritty campaigns than high magic. Here is how it works: You have stamina, which works like hit points, so that's simple. You have lifeblood, which is the same as your constitution, the same as wound points. The kicker with it is that all damage has the potential of causing both Stamina and Lifeblood damage at the same time. If a person takes damage, they take full stamina damage according to dice rolled, then you check to see if they take Lifeblood damage. You compare the dice rolled vs. the armor rating of the armor worn, if wearing armor. For each point of AR for the armor you take away one die rolled, the lowest number on the die first. No matter what, always leave one die if the AR is higher than the total dice rolled. Now, with one die you compare that to the amount of AR left, and if the die number is higher than the left over AR, you take that much Lifeblood. This might seem confusing so I am going to type in the example here: Let's say you are attacked and hit with a weapon that does 3d10 damage, the dice come up 4, 4, 7, for a total of 15. You take all 15 to Stamina. Let's say you are wearing armor with a AR of 5. If possible, you must remove up to 5 dice of damage, but there is only 3 dice rolled. You remove 2 dice, both 4's, but you have to leave one die regardless of AR. This then leaves a total damage of 7 lifeblood and 3 points of AR left. 7-3 = 4, so you take 4 Lifeblood. The core of this alternate health system makes games more lethal, considering that sometimes you get spells that roll well over 10 dice at higher levels. Also, this system uses its AR (armor rating) value for both damage reduction and armor class. So, its not that bad, and the higher armor with AC in D&D of +5 also has a AR of 5, and so on. Other health rules. Lifeblood follows the rules for wounds as in that once it goes to 0, it follows normal rules down to -10. Once your out of stamina, all damage goes to Lifeblood. NEW FEAT: Toughness - provides +3 stamina and +1 Lifeblood, can be taken multiple times. As it stands, this health system is really cool and could probably fit into a standard fantasy game without much harm. [/QUOTE]
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